mirror of
https://github.com/RPCS3/glslang.git
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61c22e255d
Looks like will add about 1K compressed size to executable footprint.
64 lines
2.2 KiB
GLSL
64 lines
2.2 KiB
GLSL
#version 310 es
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precision highp sampler;
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precision highp samplerShadow;
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precision highp texture2DArray;
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precision highp itexture2D;
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precision highp itexture3D;
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precision highp itextureCube;
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precision highp itexture2DArray;
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precision highp utexture2D;
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precision highp utexture3D;
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precision highp utextureCube;
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precision highp utexture2DArray;
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precision highp texture3D;
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precision highp float;
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layout(binding = 0) uniform sampler s;
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layout(binding = 1) uniform samplerShadow sShadow;
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layout(binding = 2) uniform sampler sA[4];
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layout(binding = 3) uniform texture2D t2d;
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layout(binding = 4) uniform texture3D t3d[4];
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layout(location = 0) flat in int i;
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layout(location = 0) out vec4 color;
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void main()
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{
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color = texture(sampler2D(t2d, s), vec2(0.5));
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color += texture(sampler3D(t3d[1], sA[2]), vec3(0.5));
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color += texture(sampler2D(t2d, s), vec2(0.5));
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}
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layout(binding = 5) uniform texture2D tex2D;
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layout(binding = 6) uniform textureCube texCube;
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layout(binding = 15) uniform texture2DArray tex2DArray;
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layout(binding = 16) uniform itexture2D itex2D;
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layout(binding = 17) uniform itexture3D itex3D;
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layout(binding = 18) uniform itextureCube itexCube;
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layout(binding = 19) uniform itexture2DArray itex2DArray;
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layout(binding = 20) uniform utexture2D utex2D;
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layout(binding = 21) uniform utexture3D utex3D;
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layout(binding = 22) uniform utextureCube utexCube;
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layout(binding = 23) uniform utexture2DArray utex2DArray;
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layout(binding = 36) uniform texture3D tex3D;
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void foo()
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{
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sampler2D (tex2D, s);
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samplerCube (texCube, s);
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samplerCubeShadow (texCube, sShadow);
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sampler2DArray (tex2DArray, s);
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sampler2DArrayShadow (tex2DArray, sShadow);
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isampler2D (itex2D, s);
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isampler3D (itex3D, s);
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isamplerCube (itexCube, s);
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isampler2DArray (itex2DArray, s);
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usampler2D (utex2D, s);
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usampler3D (utex3D, s);
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usamplerCube (utexCube, s);
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usampler2DArray (utex2DArray, s);
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sampler3D (tex3D, s);
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sampler2DShadow (tex2D, sShadow);
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}
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