You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
78 lines
2.3 KiB
78 lines
2.3 KiB
#version 310 es
|
|
layout(binding = 1) uniform sampler2D s2D;
|
|
layout(binding = 2) uniform lowp sampler3D s3D;
|
|
layout(binding = 3) uniform samplerCube sCube;
|
|
layout(binding = 4) uniform lowp samplerCubeShadow sCubeShadow;
|
|
layout(binding = 5) uniform lowp sampler2DShadow s2DShadow;
|
|
layout(binding = 6) uniform lowp sampler2DArray s2DArray;
|
|
layout(binding = 7) uniform lowp sampler2DArrayShadow s2DArrayShadow;
|
|
layout(binding = 8) uniform lowp isampler2D is2D;
|
|
layout(binding = 9) uniform lowp isampler3D is3D;
|
|
layout(binding = 10) uniform lowp isamplerCube isCube;
|
|
layout(binding = 11) uniform lowp isampler2DArray is2DArray;
|
|
layout(binding = 12) uniform lowp usampler2D us2D;
|
|
layout(binding = 13) uniform lowp usampler3D us3D;
|
|
layout(binding = 14) uniform lowp usamplerCube usCube;
|
|
layout(binding = 15) uniform lowp usampler2DArray us2DArray;
|
|
|
|
precision lowp float;
|
|
layout(location = 4) in float c1D;
|
|
layout(location = 5) in vec2 c2D;
|
|
layout(location = 6) in vec3 c3D;
|
|
layout(location = 7) in smooth vec4 c4D;
|
|
|
|
layout(location = 1) flat in int ic1D;
|
|
layout(location = 2) flat in ivec3 ic3D;
|
|
layout(location = 3) flat in ivec4 ic4D;
|
|
|
|
const ivec2 ic2D = ivec2(2, 3);
|
|
|
|
struct s {
|
|
int i;
|
|
sampler2D s;
|
|
};
|
|
|
|
struct S2 {
|
|
vec3 c;
|
|
float f;
|
|
};
|
|
|
|
layout(location = 8) in S2 s2;
|
|
|
|
layout(location = 0) out vec3 sc;
|
|
layout(location = 1) out float sf;
|
|
|
|
layout(binding = 0) uniform sampler2D arrayedSampler[5];
|
|
|
|
void main()
|
|
{
|
|
float f;
|
|
vec4 v;
|
|
v = texture(s2D, c2D);
|
|
v = textureProj(s3D, c4D);
|
|
v = textureLod(s2DArray, c3D, 1.2);
|
|
v = texelFetch(s3D, ic3D, ic1D);
|
|
f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
|
|
v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
|
|
v = textureGrad(sCube, c3D, c3D, c3D);
|
|
f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
|
|
v = textureProjGrad(s3D, c4D, c3D, c3D);
|
|
v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
|
|
|
|
ivec4 iv;
|
|
iv = texture(is2D, c2D);
|
|
iv = textureProjOffset(is2D, c4D, ic2D);
|
|
iv = textureProjLod(is2D, c3D, c1D);
|
|
iv = textureProjGrad(is2D, c3D, c2D, c2D);
|
|
iv = texture(is3D, c3D, 4.2);
|
|
iv = textureLod(isCube, c3D, c1D);
|
|
iv = texelFetch(is2DArray, ic3D, ic1D);
|
|
|
|
iv.xy = textureSize(sCubeShadow, 2);
|
|
}
|
|
|
|
void foo23()
|
|
{
|
|
textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D);
|
|
}
|