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- #version 430
- uniform samplerBuffer sb;
- uniform sampler2DRect sr;
- uniform sampler2D s2D;
- uniform sampler3D s3D;
- uniform samplerCube sCube;
- uniform samplerCubeShadow sCubeShadow;
- uniform sampler2DShadow s2DShadow;
- uniform sampler2DArray s2DArray;
- uniform sampler2DArrayShadow s2DArrayShadow;
- uniform isampler2D is2D;
- uniform isampler3D is3D;
- uniform isamplerCube isCube;
- uniform isampler2DArray is2DArray;
- uniform isampler2DMS is2Dms;
- uniform usampler2D us2D;
- uniform usampler3D us3D;
- uniform usamplerCube usCube;
- uniform usampler2DArray us2DArray;
- in float c1D;
- in vec2 c2D;
- in vec3 c3D;
- in vec4 c4D;
- flat in int ic1D;
- flat in ivec2 ic2D;
- flat in ivec3 ic3D;
- flat in ivec4 ic4D;
- out vec4 FragData;
- void main()
- {
- vec4 v = texture(s2D, c2D);
- v += textureProj(s3D, c4D);
- v += textureLod(s2DArray, c3D, 1.2);
- v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
- v += texelFetch(s3D, ic3D, ic1D);
- v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
- v += texelFetchOffset(sr, ic2D, ivec2(4));
- v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
- v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
- v += textureGrad(sCube, c3D, c3D, c3D);
- v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
- v += textureProjGrad(s3D, c4D, c3D, c3D);
- v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
- ivec4 iv = texture(is2D, c2D);
- v += vec4(iv);
- iv = textureProjOffset(is2D, c4D, ivec2(3));
- v += vec4(iv);
- iv = textureProjLod(is2D, c3D, c1D);
- v += vec4(iv);
- iv = textureProjGrad(is2D, c3D, c2D, c2D);
- v += vec4(iv);
- iv = texture(is3D, c3D, 4.2);
- v += vec4(iv);
- iv = textureLod(isCube, c3D, c1D);
- v += vec4(iv);
- iv = texelFetch(is2DArray, ic3D, ic1D);
- v += vec4(iv);
- iv += texelFetch(is2Dms, ic2D, ic1D);
- v += vec4(iv);
- v += texelFetch(sb, ic1D);
- v += texelFetch(sr, ic2D);
- ivec2 iv2 = textureSize(sCubeShadow, 2);
- // iv2 += textureSize(is2Dms);
- FragData = v + vec4(iv2, 0.0, 0.0);
- }
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