The OpenGL ES shading language built-in functions described in this appendix are copyrighted by Khronos and are reprinted with permission. The latest OpenGL ES 2.0 specification can be downloaded from www.khronos.org/opengles/2_X/.
The OpenGL ES shading language defines an assortment of built-in convenience functions for scalar and vector operations. Many of these built-in functions can be used in more than one type of shader, but some are intended to provide a direct mapping to hardware and so are available only for a specific type of shader.
The built-in functions basically fall into three categories:
They expose some necessary hardware functionality in a convenient way such as accessing a texture map. There is no ...