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https://github.com/RPCS3/glslang.git
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65 lines
1.9 KiB
GLSL
65 lines
1.9 KiB
GLSL
#version 430 core
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uniform sampler1D samp1D;
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uniform isampler2D isamp2D;
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uniform usampler2D usamp2D;
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uniform isampler3D isamp3D;
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uniform usampler3D usamp3D;
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uniform samplerCube sampCube;
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uniform isamplerCube isampCube;
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uniform isampler1DArray isamp1DA;
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uniform sampler2DArray samp2DA;
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uniform usampler2DArray usamp2DA;
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uniform isamplerCubeArray isampCubeA;
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uniform usamplerCubeArray usampCubeA;
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uniform sampler1DShadow samp1Ds;
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uniform sampler2DShadow samp2Ds;
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uniform samplerCubeShadow sampCubes;
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uniform sampler1DArrayShadow samp1DAs;
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uniform sampler2DArrayShadow samp2DAs;
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uniform samplerCubeArrayShadow sampCubeAs;
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uniform samplerBuffer sampBuf;
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uniform sampler2DRect sampRect;
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void main()
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{
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vec2 lod;
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float pf;
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vec2 pf2;
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vec3 pf3;
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lod = textureQueryLod(samp1D, pf);
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lod += textureQueryLod(isamp2D, pf2);
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lod += textureQueryLod(usamp3D, pf3);
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lod += textureQueryLod(sampCube, pf3);
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lod += textureQueryLod(isamp1DA, pf);
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lod += textureQueryLod(usamp2DA, pf2);
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lod += textureQueryLod(isampCubeA, pf3);
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lod += textureQueryLod(samp1Ds, pf);
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lod += textureQueryLod(samp2Ds, pf2);
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lod += textureQueryLod(sampCubes, pf3);
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lod += textureQueryLod(samp1DAs, pf);
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lod += textureQueryLod(samp2DAs, pf2);
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lod += textureQueryLod(sampCubeAs, pf3);
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int levels;
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levels = textureQueryLevels(samp1D);
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levels += textureQueryLevels(usamp2D);
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levels += textureQueryLevels(isamp3D);
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levels += textureQueryLevels(isampCube);
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levels += textureQueryLevels(isamp1DA);
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levels += textureQueryLevels(samp2DA);
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levels += textureQueryLevels(usampCubeA);
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levels = textureQueryLevels(samp1Ds);
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levels += textureQueryLevels(samp2Ds);
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levels += textureQueryLevels(sampCubes);
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levels += textureQueryLevels(samp1DAs);
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levels += textureQueryLevels(samp2DAs);
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levels += textureQueryLevels(sampCubeAs);
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}
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