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#version 430
uniform sampler2D s2D;
uniform sampler2DRect sr;
uniform sampler3D s3D;
uniform samplerCube sCube;
uniform samplerCubeShadow sCubeShadow;
uniform samplerCubeArrayShadow sCubeArrayShadow;
uniform sampler2DShadow s2DShadow;
uniform sampler2DArray s2DArray;
uniform sampler2DArrayShadow s2DArrayShadow;
uniform isampler2D is2D;
uniform isampler3D is3D;
uniform isamplerCube isCube;
uniform isampler2DArray is2DArray;
uniform isampler2DMS is2Dms;
uniform usampler2D us2D;
uniform usampler3D us3D;
uniform usamplerCube usCube;
uniform usampler2DArray us2DArray;
in float c1D;
in vec2 c2D;
in vec3 c3D;
in vec4 c4D;
flat in int ic1D;
flat in ivec2 ic2D;
flat in ivec3 ic3D;
flat in ivec4 ic4D;
out vec4 FragData;
void main()
{
vec4 v = texture(s2D, c2D);
v.y += texture(sCubeArrayShadow, c4D, c1D);
v += textureProj(s3D, c4D);
v += textureLod(s2DArray, c3D, 1.2);
v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
v += texelFetch(s3D, ic3D, ic1D);
v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
v += texelFetchOffset(sr, ic2D, ivec2(4));
v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
v += textureGrad(sCube, c3D, c3D, c3D);
v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
v += textureProjGrad(s3D, c4D, c3D, c3D);
v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
ivec4 iv = texture(is2D, c2D);
v += vec4(iv);
iv = textureProjOffset(is2D, c4D, ivec2(3));
v += vec4(iv);
iv = textureProjLod(is2D, c3D, c1D);
v += vec4(iv);
iv = textureProjGrad(is2D, c3D, c2D, c2D);
v += vec4(iv);
iv = texture(is3D, c3D, 4.2);
v += vec4(iv);
iv = textureLod(isCube, c3D, c1D);
v += vec4(iv);
iv = texelFetch(is2DArray, ic3D, ic1D);
v += vec4(iv);
ivec2 iv2 = textureSize(sCubeShadow, 2);
// iv2 += textureSize(is2Dms);
FragData = v + vec4(iv2, 0.0, 0.0);
}