glslang/Test/spv.texture.vert

40 lines
1.3 KiB
GLSL

#version 130
uniform sampler1D texSampler1D;
uniform sampler2D texSampler2D;
uniform sampler3D texSampler3D;
uniform samplerCube texSamplerCube;
uniform sampler1DShadow shadowSampler1D;
uniform sampler2DShadow shadowSampler2D;
in vec2 coords2D;
void main()
{
float lod = 3.0;
float coords1D = 1.789;
vec3 coords3D = vec3(1.789, 2.718, 3.453);
vec4 coords4D = vec4(1.789, 2.718, 3.453, 2.0);
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
color += textureLod(texSampler1D, coords1D, lod);
color += textureProjLod(texSampler1D, coords2D, lod);
color += textureProjLod(texSampler1D, coords4D, lod);
color += textureLod (texSampler2D, coords2D, lod);
color += textureProjLod (texSampler2D, coords3D, lod);
color += textureProjLod (texSampler2D, coords4D, lod);
color += textureLod (texSampler3D, coords3D, lod);
color += textureProjLod (texSampler3D, coords4D, lod);
color += textureLod (texSamplerCube, coords3D, lod);
color += textureLod (shadowSampler1D, coords3D, lod);
color += textureLod (shadowSampler2D, coords3D, lod);
color += textureProjLod(shadowSampler1D, coords4D, lod);
color += textureProjLod(shadowSampler2D, coords4D, lod);
gl_Position = color;
}