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