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https://github.com/RPCS3/glslang.git
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73 lines
2.0 KiB
GLSL
73 lines
2.0 KiB
GLSL
#version 430
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uniform sampler2D s2D;
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uniform sampler2DRect sr;
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uniform sampler3D s3D;
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uniform samplerCube sCube;
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uniform samplerCubeShadow sCubeShadow;
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uniform samplerCubeArrayShadow sCubeArrayShadow;
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uniform sampler2DShadow s2DShadow;
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uniform sampler2DArray s2DArray;
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uniform sampler2DArrayShadow s2DArrayShadow;
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uniform isampler2D is2D;
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uniform isampler3D is3D;
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uniform isamplerCube isCube;
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uniform isampler2DArray is2DArray;
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uniform isampler2DMS is2Dms;
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uniform usampler2D us2D;
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uniform usampler3D us3D;
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uniform usamplerCube usCube;
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uniform usampler2DArray us2DArray;
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in float c1D;
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in vec2 c2D;
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in vec3 c3D;
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in vec4 c4D;
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flat in int ic1D;
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flat in ivec2 ic2D;
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flat in ivec3 ic3D;
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flat 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.y += texture(sCubeArrayShadow, c4D, c1D);
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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, ivec2(3), c1D);
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v += texelFetch(s3D, ic3D, ic1D);
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v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
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v += texelFetchOffset(sr, ic2D, ivec2(4));
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v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
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v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
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v += textureGrad(sCube, c3D, c3D, c3D);
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v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
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v += textureProjGrad(s3D, c4D, c3D, c3D);
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v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
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ivec4 iv = texture(is2D, c2D);
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v += vec4(iv);
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iv = textureProjOffset(is2D, c4D, ivec2(3));
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v += vec4(iv);
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iv = textureProjLod(is2D, c3D, c1D);
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v += vec4(iv);
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iv = textureProjGrad(is2D, c3D, c2D, c2D);
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v += vec4(iv);
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iv = texture(is3D, c3D, 4.2);
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v += vec4(iv);
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iv = textureLod(isCube, c3D, c1D);
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v += vec4(iv);
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iv = texelFetch(is2DArray, ic3D, ic1D);
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v += vec4(iv);
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ivec2 iv2 = textureSize(sCubeShadow, 2);
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// iv2 += textureSize(is2Dms);
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FragData = v + vec4(iv2, 0.0, 0.0);
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}
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