1#version 430 core 2 3uniform sampler1D samp1D; 4uniform isampler2D isamp2D; 5uniform usampler2D usamp2D; 6uniform isampler3D isamp3D; 7uniform usampler3D usamp3D; 8uniform samplerCube sampCube; 9uniform isamplerCube isampCube; 10uniform isampler1DArray isamp1DA; 11uniform sampler2DArray samp2DA; 12uniform usampler2DArray usamp2DA; 13uniform isamplerCubeArray isampCubeA; 14uniform usamplerCubeArray usampCubeA; 15 16uniform sampler1DShadow samp1Ds; 17uniform sampler2DShadow samp2Ds; 18uniform samplerCubeShadow sampCubes; 19uniform sampler1DArrayShadow samp1DAs; 20uniform sampler2DArrayShadow samp2DAs; 21uniform samplerCubeArrayShadow sampCubeAs; 22 23uniform samplerBuffer sampBuf; 24uniform sampler2DRect sampRect; 25 26void main() 27{ 28 vec2 lod; 29 float pf; 30 vec2 pf2; 31 vec3 pf3; 32 33 lod = textureQueryLod(samp1D, pf); 34 lod += textureQueryLod(isamp2D, pf2); 35 lod += textureQueryLod(usamp3D, pf3); 36 lod += textureQueryLod(sampCube, pf3); 37 lod += textureQueryLod(isamp1DA, pf); 38 lod += textureQueryLod(usamp2DA, pf2); 39 lod += textureQueryLod(isampCubeA, pf3); 40 41 lod += textureQueryLod(samp1Ds, pf); 42 lod += textureQueryLod(samp2Ds, pf2); 43 lod += textureQueryLod(sampCubes, pf3); 44 lod += textureQueryLod(samp1DAs, pf); 45 lod += textureQueryLod(samp2DAs, pf2); 46 lod += textureQueryLod(sampCubeAs, pf3); 47 48 int levels; 49 50 levels = textureQueryLevels(samp1D); 51 levels += textureQueryLevels(usamp2D); 52 levels += textureQueryLevels(isamp3D); 53 levels += textureQueryLevels(isampCube); 54 levels += textureQueryLevels(isamp1DA); 55 levels += textureQueryLevels(samp2DA); 56 levels += textureQueryLevels(usampCubeA); 57 58 levels = textureQueryLevels(samp1Ds); 59 levels += textureQueryLevels(samp2Ds); 60 levels += textureQueryLevels(sampCubes); 61 levels += textureQueryLevels(samp1DAs); 62 levels += textureQueryLevels(samp2DAs); 63 levels += textureQueryLevels(sampCubeAs); 64} 65