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- #version 140
- #extension GL_ARB_texture_gather : enable
- vec3 a;
- float b;
- in vec4 i;
- out vec4 o;
- out ivec3 io;
- out uvec4 uo;
- flat in float fflat;
- smooth in float fsmooth;
- noperspective in float fnop;
- uniform samplerCube sampC;
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2D samp2D;
- uniform sampler2DShadow samp2DS;
- uniform sampler2DRect samp2DR;
- uniform sampler2DArray samp2DA;
- void bar3()
- {
- o += textureGatherOffset(samp2D, vec2(0.3), ivec2(1));
- o += textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
- }
- #extension GL_ARB_gpu_shader5 : enable
- void bar4()
- {
- o += textureGatherOffset(samp2DR, vec2(0.3), ivec2(1));
- o += textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1));
- o += textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);
- }
- #extension GL_ARB_texture_cube_map_array : enable
- uniform samplerCubeArray Sca;
- uniform isamplerCubeArray Isca;
- uniform usamplerCubeArray Usca;
- uniform samplerCubeArrayShadow Scas;
- void bar5()
- {
- io = textureSize(Sca, 3);
- o += texture(Sca, i);
- io += texture(Isca, i, 0.7).xyz;
- uo = texture(Usca, i);
-
- o += textureLod(Sca, i, 1.7);
- a = textureSize(Scas, 3);
- float f = texture(Scas, i, i.y);
- ivec4 c = textureGrad(Isca, i, vec3(0.1), vec3(0.2));
- o += vec4(a, f + c);
- }
- #extension GL_ARB_shading_language_420pack : enable
- const int ai[3] = { 10, 23, 32 };
- uniform layout(binding=0) sampler2D bounds;
- void bar6()
- {
- mat4x3 m43;
- float a1 = m43[3].y;
- //int a2 = m43.length(); // ERROR until shading_language_420pack is fully implemented
- const float b = 2 * a1;
- //a.x = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset; // ERROR until shading_language_420pack is fully implemented
- }
- #extension GL_ARB_texture_rectangle : enable
- #extension GL_ARB_shader_texture_lod : require
- uniform sampler2D s2D;
- uniform sampler2DRect s2DR;
- uniform sampler2DRectShadow s2DRS;
- uniform sampler1D s1D;
- uniform sampler2DShadow s2DS;
- void main()
- {
- o = textureGather(sampC, vec3(0.2));
- o.y = gl_ClipDistance[3];
- bar3();
- bar4();
- bar5();
- bar6();
- }
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