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#version 310 es
precision highp sampler;
precision highp samplerShadow;
precision highp texture2DArray;
precision highp itexture2D;
precision highp itexture3D;
precision highp itextureCube;
precision highp itexture2DArray;
precision highp utexture2D;
precision highp utexture3D;
precision highp utextureCube;
precision highp utexture2DArray;
precision highp texture3D;
precision highp float;
layout(binding = 0) uniform sampler s;
layout(binding = 1) uniform samplerShadow sShadow;
layout(binding = 2) uniform sampler sA[4];
layout(binding = 3) uniform texture2D t2d;
layout(binding = 4) uniform texture3D t3d[4];
layout(location = 0) flat in int i;
layout(location = 0) out vec4 color;
void main()
{
color = texture(sampler2D(t2d, s), vec2(0.5));
color += texture(sampler3D(t3d[1], sA[2]), vec3(0.5));
color += texture(sampler2D(t2d, s), vec2(0.5));
}
layout(binding = 5) uniform texture2D tex2D;
layout(binding = 6) uniform textureCube texCube;
layout(binding = 15) uniform texture2DArray tex2DArray;
layout(binding = 16) uniform itexture2D itex2D;
layout(binding = 17) uniform itexture3D itex3D;
layout(binding = 18) uniform itextureCube itexCube;
layout(binding = 19) uniform itexture2DArray itex2DArray;
layout(binding = 20) uniform utexture2D utex2D;
layout(binding = 21) uniform utexture3D utex3D;
layout(binding = 22) uniform utextureCube utexCube;
layout(binding = 23) uniform utexture2DArray utex2DArray;
layout(binding = 36) uniform texture3D tex3D;
void foo()
{
sampler2D (tex2D, s);
samplerCube (texCube, s);
samplerCubeShadow (texCube, sShadow);
sampler2DArray (tex2DArray, s);
sampler2DArrayShadow (tex2DArray, sShadow);
isampler2D (itex2D, s);
isampler3D (itex3D, s);
isamplerCube (itexCube, s);
isampler2DArray (itex2DArray, s);
usampler2D (utex2D, s);
usampler3D (utex3D, s);
usamplerCube (utexCube, s);
usampler2DArray (utex2DArray, s);
sampler3D (tex3D, s);
sampler2DShadow (tex2D, sShadow);
}