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40 lines
1.3 KiB
40 lines
1.3 KiB
#version 140
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uniform sampler1D texSampler1D;
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uniform sampler2D texSampler2D;
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uniform sampler3D texSampler3D;
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uniform samplerCube texSamplerCube;
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uniform sampler1DShadow shadowSampler1D;
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uniform sampler2DShadow shadowSampler2D;
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in vec2 coords2D;
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void main()
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{
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float lod = 3.0;
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float coords1D = 1.789;
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vec3 coords3D = vec3(1.789, 2.718, 3.453);
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vec4 coords4D = vec4(1.789, 2.718, 3.453, 2.0);
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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color += textureLod(texSampler1D, coords1D, lod);
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color += textureProjLod(texSampler1D, coords2D, lod);
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color += textureProjLod(texSampler1D, coords4D, lod);
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color += textureLod (texSampler2D, coords2D, lod);
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color += textureProjLod (texSampler2D, coords3D, lod);
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color += textureProjLod (texSampler2D, coords4D, lod);
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color += textureLod (texSampler3D, coords3D, lod);
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color += textureProjLod (texSampler3D, coords4D, lod);
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color += textureLod (texSamplerCube, coords3D, lod);
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color += textureLod (shadowSampler1D, coords3D, lod);
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color += textureLod (shadowSampler2D, coords3D, lod);
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color += textureProjLod(shadowSampler1D, coords4D, lod);
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color += textureProjLod(shadowSampler2D, coords4D, lod);
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gl_Position = color;
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}
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