spv.queryL.frag 1.9 KB

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  1. #version 430 core
  2. uniform sampler1D samp1D;
  3. uniform isampler2D isamp2D;
  4. uniform usampler2D usamp2D;
  5. uniform isampler3D isamp3D;
  6. uniform usampler3D usamp3D;
  7. uniform samplerCube sampCube;
  8. uniform isamplerCube isampCube;
  9. uniform isampler1DArray isamp1DA;
  10. uniform sampler2DArray samp2DA;
  11. uniform usampler2DArray usamp2DA;
  12. uniform isamplerCubeArray isampCubeA;
  13. uniform usamplerCubeArray usampCubeA;
  14. uniform sampler1DShadow samp1Ds;
  15. uniform sampler2DShadow samp2Ds;
  16. uniform samplerCubeShadow sampCubes;
  17. uniform sampler1DArrayShadow samp1DAs;
  18. uniform sampler2DArrayShadow samp2DAs;
  19. uniform samplerCubeArrayShadow sampCubeAs;
  20. uniform samplerBuffer sampBuf;
  21. uniform sampler2DRect sampRect;
  22. void main()
  23. {
  24. vec2 lod;
  25. float pf;
  26. vec2 pf2;
  27. vec3 pf3;
  28. lod = textureQueryLod(samp1D, pf);
  29. lod += textureQueryLod(isamp2D, pf2);
  30. lod += textureQueryLod(usamp3D, pf3);
  31. lod += textureQueryLod(sampCube, pf3);
  32. lod += textureQueryLod(isamp1DA, pf);
  33. lod += textureQueryLod(usamp2DA, pf2);
  34. lod += textureQueryLod(isampCubeA, pf3);
  35. lod += textureQueryLod(samp1Ds, pf);
  36. lod += textureQueryLod(samp2Ds, pf2);
  37. lod += textureQueryLod(sampCubes, pf3);
  38. lod += textureQueryLod(samp1DAs, pf);
  39. lod += textureQueryLod(samp2DAs, pf2);
  40. lod += textureQueryLod(sampCubeAs, pf3);
  41. int levels;
  42. levels = textureQueryLevels(samp1D);
  43. levels += textureQueryLevels(usamp2D);
  44. levels += textureQueryLevels(isamp3D);
  45. levels += textureQueryLevels(isampCube);
  46. levels += textureQueryLevels(isamp1DA);
  47. levels += textureQueryLevels(samp2DA);
  48. levels += textureQueryLevels(usampCubeA);
  49. levels = textureQueryLevels(samp1Ds);
  50. levels += textureQueryLevels(samp2Ds);
  51. levels += textureQueryLevels(sampCubes);
  52. levels += textureQueryLevels(samp1DAs);
  53. levels += textureQueryLevels(samp2DAs);
  54. levels += textureQueryLevels(sampCubeAs);
  55. }