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1#version 430
2
3uniform sampler2D s2D;
4uniform sampler2DRect sr;
5uniform sampler3D s3D;
6uniform samplerCube sCube;
7uniform samplerCubeShadow sCubeShadow;
8uniform samplerCubeArrayShadow sCubeArrayShadow;
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.y += texture(sCubeArrayShadow, c4D, c1D);
40    v += textureProj(s3D, c4D);
41    v += textureLod(s2DArray, c3D, 1.2);
42    v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
43    v += texelFetch(s3D, ic3D, ic1D);
44    v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
45    v += texelFetchOffset(sr, ic2D, ivec2(4));
46    v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
47    v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
48    v += textureGrad(sCube, c3D, c3D, c3D);
49    v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
50    v += textureProjGrad(s3D, c4D, c3D, c3D);
51    v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
52
53    ivec4 iv = texture(is2D, c2D);
54    v += vec4(iv);
55    iv = textureProjOffset(is2D, c4D, ivec2(3));
56    v += vec4(iv);
57    iv = textureProjLod(is2D, c3D, c1D);
58    v += vec4(iv);
59    iv = textureProjGrad(is2D, c3D, c2D, c2D);
60    v += vec4(iv);
61    iv = texture(is3D, c3D, 4.2);
62    v += vec4(iv);
63    iv = textureLod(isCube, c3D, c1D);
64    v += vec4(iv);
65    iv = texelFetch(is2DArray, ic3D, ic1D);
66    v += vec4(iv);
67
68    ivec2 iv2 = textureSize(sCubeShadow, 2);
69    // iv2 += textureSize(is2Dms);
70
71    FragData = v + vec4(iv2, 0.0, 0.0);
72}
73