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Skip dummy unused second component for 1D non-array shadows.
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@20704 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@ -28,32 +28,31 @@ in ivec2 ic2D;
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in ivec3 ic3D;
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in ivec4 ic4D;
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out vec4 FragData;
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void main()
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{
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vec4 v = texture(s2D, c2D);
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v += textureProj(s3D, c4D);
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v += textureLod(s2DArray, c3D, 1.2);
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v.y += textureOffset(s2DShadow, c3D, ic2D, c1D);
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v += texelFetch(s3D, ic3D, ic1D);
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v += texelFetchOffset(s2D, ic2D, 4, ic2D);
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v.y += textureLodOffset(s2DShadow, c3D, c1D, ic2D);
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v += textureProjLodOffset(s2D, c3D, c1D, ic2D);
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v += textureGrad(sCube, c3D, c3D, c3D);
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v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
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v += textureProjGrad(s3D, c4D, c3D, c3D);
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v += textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
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float f;
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vec4 v;
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v = texture(s2D, c2D);
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v = textureProj(s3D, c4D);
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v = textureLod(s2DArray, c3D, 1.2);
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f = textureOffset(s2DShadow, c3D, ic2D, c1D);
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v = texelFetch(s3D, ic3D, ic1D);
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v = texelFetchOffset(s2D, ic2D, 4, ic2D);
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f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
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v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
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v = textureGrad(sCube, c3D, c3D, c3D);
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f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
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v = textureProjGrad(s3D, c4D, c3D, c3D);
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v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
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ivec4 iv = texture(is2D, c2D);
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iv += textureProjOffset(is2D, c4D, ic2D);
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iv += textureProjLod(is2D, c3D, c1D);
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iv += textureProjGrad(is2D, c3D, c2D, c2D);
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iv += texture(is3D, c3D, 4.2);
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iv += textureLod(isCube, c3D, c1D);
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iv += texelFetch(is2DArray, ic3D, ic1D);
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ivec4 iv;
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iv = texture(is2D, c2D);
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iv = textureProjOffset(is2D, c4D, ic2D);
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iv = textureProjLod(is2D, c3D, c1D);
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iv = textureProjGrad(is2D, c3D, c2D, c2D);
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iv = texture(is3D, c3D, 4.2);
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iv = textureLod(isCube, c3D, c1D);
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iv = texelFetch(is2DArray, ic3D, ic1D);
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iv.xy += textureSize(sCubeShadow, 2);
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FragData = v + vec4(iv);
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iv.xy = textureSize(sCubeShadow, 2);
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}
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@ -986,7 +986,11 @@ void TBuiltIns::addSamplingFunctions(TSampler sampler, TString& typeName, int ve
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for (int extraProj = 0; extraProj <= 1; ++extraProj) {
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bool compare = false;
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int totalDims = dimMap[sampler.dim] + proj + (sampler.arrayed ? 1 : 0) + (sampler.shadow ? 1 : 0);
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int totalDims = dimMap[sampler.dim] + (sampler.arrayed ? 1 : 0);
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// skip dummy unused second component for 1D non-array shadows
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if (sampler.shadow && totalDims < 2)
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totalDims = 2;
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totalDims += (sampler.shadow ? 1 : 0) + proj;
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if (totalDims > 4 && sampler.shadow) {
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compare = true;
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totalDims = 4;
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