• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1#version 430
2
3uniform samplerBuffer sb;
4uniform sampler2DRect sr;
5uniform sampler2D s2D;
6uniform sampler3D s3D;
7uniform samplerCube sCube;
8uniform samplerCubeShadow sCubeShadow;
9uniform sampler2DShadow s2DShadow;
10uniform sampler2DArray s2DArray;
11uniform sampler2DArrayShadow s2DArrayShadow;
12
13uniform isampler2D is2D;
14uniform isampler3D is3D;
15uniform isamplerCube isCube;
16uniform isampler2DArray is2DArray;
17uniform isampler2DMS is2Dms;
18
19uniform usampler2D us2D;
20uniform usampler3D us3D;
21uniform usamplerCube usCube;
22uniform usampler2DArray us2DArray;
23
24in float c1D;
25in vec2  c2D;
26in vec3  c3D;
27in vec4  c4D;
28
29flat in int   ic1D;
30flat in ivec2 ic2D;
31flat in ivec3 ic3D;
32flat in ivec4 ic4D;
33
34out vec4 FragData;
35
36void main()
37{
38    vec4 v = texture(s2D, c2D);
39    v += textureProj(s3D, c4D);
40    v += textureLod(s2DArray, c3D, 1.2);
41    v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
42    v += texelFetch(s3D, ic3D, ic1D);
43    v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
44    v += texelFetchOffset(sr, ic2D, ivec2(4));
45    v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
46    v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
47    v += textureGrad(sCube, c3D, c3D, c3D);
48    v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
49    v += textureProjGrad(s3D, c4D, c3D, c3D);
50    v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
51
52    ivec4 iv = texture(is2D, c2D);
53    v += vec4(iv);
54    iv = textureProjOffset(is2D, c4D, ivec2(3));
55    v += vec4(iv);
56    iv = textureProjLod(is2D, c3D, c1D);
57    v += vec4(iv);
58    iv = textureProjGrad(is2D, c3D, c2D, c2D);
59    v += vec4(iv);
60    iv = texture(is3D, c3D, 4.2);
61    v += vec4(iv);
62    iv = textureLod(isCube, c3D, c1D);
63    v += vec4(iv);
64    iv = texelFetch(is2DArray, ic3D, ic1D);
65    v += vec4(iv);
66    iv += texelFetch(is2Dms, ic2D, ic1D);
67    v += vec4(iv);
68    v += texelFetch(sb, ic1D);
69    v += texelFetch(sr, ic2D);
70
71    ivec2 iv2 = textureSize(sCubeShadow, 2);
72    // iv2 += textureSize(is2Dms);
73
74    FragData = v + vec4(iv2, 0.0, 0.0);
75}
76