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https://github.com/RPCS3/glslang.git
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73 lines
2.7 KiB
GLSL
73 lines
2.7 KiB
GLSL
#version 140
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uniform sampler1D texSampler1D;
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uniform sampler2D texSampler2D;
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uniform sampler3D texSampler3D;
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uniform samplerCube texSamplerCube;
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uniform sampler1DShadow shadowSampler1D;
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uniform sampler2DShadow shadowSampler2D;
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varying float blend;
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varying vec2 scale;
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varying vec4 u;
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in vec2 t;
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in vec2 coords2D;
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void main()
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{
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float blendscale = 1.789;
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float bias = 2.0;
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float lod = 3.0;
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float proj = 2.0;
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float coords1D = 1.789;
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vec3 coords3D = vec3(1.789, 2.718, 3.453);
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vec4 coords4D = vec4(1.789, 2.718, 3.453, 2.0);
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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color += texture (texSampler1D, coords1D);
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color += texture (texSampler1D, coords1D, bias);
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color += textureProj(texSampler1D, coords2D);
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color += textureProj(texSampler1D, coords4D);
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color += textureProj(texSampler1D, coords2D, bias);
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color += textureProj(texSampler1D, coords4D, bias);
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color += texture (texSampler2D, coords2D);
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color += texture (texSampler2D, coords2D, bias);
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color += textureProj (texSampler2D, coords3D);
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color += textureProj (texSampler2D, coords4D, bias);
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color += texture (texSampler3D, coords3D);
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color += texture (texSampler3D, coords3D, bias);
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color += textureProj (texSampler3D, coords4D);
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color += textureProj (texSampler3D, coords4D, bias);
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color += texture (texSamplerCube, coords3D);
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color += texture (texSamplerCube, coords3D, bias);
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color += texture (shadowSampler1D, coords3D);
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color += texture (shadowSampler1D, coords3D, bias);
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color += texture (shadowSampler2D, coords3D);
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color += texture (shadowSampler2D, coords3D, bias);
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color += textureProj (shadowSampler1D, coords4D);
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color += textureProj (shadowSampler1D, coords4D, bias);
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color += textureProj (shadowSampler2D, coords4D);
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color += textureProj (shadowSampler2D, coords4D, bias);
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ivec2 iCoords2D = ivec2(0, 5);
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int iLod = 1;
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color += texelFetch(texSampler2D, iCoords2D, iLod);
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vec2 gradX = dFdx(coords2D);
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vec2 gradY = dFdy(coords2D);
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const ivec2 offset = ivec2(3, -7);
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color += textureGrad(texSampler2D, coords2D, gradX, gradY);
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color += textureProjGrad(texSampler2D, vec3(coords2D, proj), gradX, gradY);
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color += textureGradOffset(texSampler2D, coords2D, gradX, gradY, offset);
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color += textureProjGradOffset(texSampler2D, coords3D, gradX, gradY, offset);
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color += textureGrad(shadowSampler2D, vec3(coords2D, lod), gradX, gradY);
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gl_FragColor = mix(color, u, blend * blendscale);
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} |