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https://github.com/RPCS3/glslang.git
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13761069b5
For the smallest builds, google tests will not be present, in addition to a large number of tests not being capable of running.
78 lines
2.3 KiB
GLSL
78 lines
2.3 KiB
GLSL
#version 310 es
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layout(binding = 1) uniform sampler2D s2D;
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layout(binding = 2) uniform lowp sampler3D s3D;
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layout(binding = 3) uniform samplerCube sCube;
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layout(binding = 4) uniform lowp samplerCubeShadow sCubeShadow;
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layout(binding = 5) uniform lowp sampler2DShadow s2DShadow;
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layout(binding = 6) uniform lowp sampler2DArray s2DArray;
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layout(binding = 7) uniform lowp sampler2DArrayShadow s2DArrayShadow;
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layout(binding = 8) uniform lowp isampler2D is2D;
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layout(binding = 9) uniform lowp isampler3D is3D;
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layout(binding = 10) uniform lowp isamplerCube isCube;
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layout(binding = 11) uniform lowp isampler2DArray is2DArray;
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layout(binding = 12) uniform lowp usampler2D us2D;
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layout(binding = 13) uniform lowp usampler3D us3D;
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layout(binding = 14) uniform lowp usamplerCube usCube;
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layout(binding = 15) uniform lowp usampler2DArray us2DArray;
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precision lowp float;
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layout(location = 4) in float c1D;
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layout(location = 5) in vec2 c2D;
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layout(location = 6) in vec3 c3D;
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layout(location = 7) in smooth vec4 c4D;
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layout(location = 1) flat in int ic1D;
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layout(location = 2) flat in ivec3 ic3D;
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layout(location = 3) flat in ivec4 ic4D;
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const ivec2 ic2D = ivec2(2, 3);
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struct s {
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int i;
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sampler2D s;
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};
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struct S2 {
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vec3 c;
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float f;
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};
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layout(location = 8) in S2 s2;
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layout(location = 0) out vec3 sc;
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layout(location = 1) out float sf;
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layout(binding = 0) uniform sampler2D arrayedSampler[5];
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void main()
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{
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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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v = texelFetch(s3D, ic3D, ic1D);
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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;
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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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}
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void foo23()
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{
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textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D);
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}
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