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- #version 140
- uniform sampler1D texSampler1D;
- uniform sampler2D texSampler2D;
- uniform sampler3D texSampler3D;
- uniform samplerCube texSamplerCube;
- uniform sampler1DShadow shadowSampler1D;
- uniform sampler2DShadow shadowSampler2D;
- varying float blend;
- varying vec2 scale;
- varying vec4 u;
- in vec2 t;
- in vec2 coords2D;
- void main()
- {
- float blendscale = 1.789;
- float bias = 2.0;
- float lod = 3.0;
- float proj = 2.0;
- 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 += texture (texSampler1D, coords1D);
- color += texture (texSampler1D, coords1D, bias);
- color += textureProj(texSampler1D, coords2D);
- color += textureProj(texSampler1D, coords4D);
- color += textureProj(texSampler1D, coords2D, bias);
- color += textureProj(texSampler1D, coords4D, bias);
-
- color += texture (texSampler2D, coords2D);
- color += texture (texSampler2D, coords2D, bias);
- color += textureProj (texSampler2D, coords3D);
- color += textureProj (texSampler2D, coords4D, bias);
- color += texture (texSampler3D, coords3D);
- color += texture (texSampler3D, coords3D, bias);
- color += textureProj (texSampler3D, coords4D);
- color += textureProj (texSampler3D, coords4D, bias);
- color += texture (texSamplerCube, coords3D);
- color += texture (texSamplerCube, coords3D, bias);
-
- color += texture (shadowSampler1D, coords3D);
- color += texture (shadowSampler1D, coords3D, bias);
- color += texture (shadowSampler2D, coords3D);
- color += texture (shadowSampler2D, coords3D, bias);
- color += textureProj (shadowSampler1D, coords4D);
- color += textureProj (shadowSampler1D, coords4D, bias);
- color += textureProj (shadowSampler2D, coords4D);
- color += textureProj (shadowSampler2D, coords4D, bias);
- ivec2 iCoords2D = ivec2(0, 5);
- int iLod = 1;
- color += texelFetch(texSampler2D, iCoords2D, iLod);
- vec2 gradX = dFdx(coords2D);
- vec2 gradY = dFdy(coords2D);
- const ivec2 offset = ivec2(3, -7);
- color += textureGrad(texSampler2D, coords2D, gradX, gradY);
- color += textureProjGrad(texSampler2D, vec3(coords2D, proj), gradX, gradY);
- color += textureGradOffset(texSampler2D, coords2D, gradX, gradY, offset);
- color += textureProjGradOffset(texSampler2D, coords3D, gradX, gradY, offset);
- color += textureGrad(shadowSampler2D, vec3(coords2D, lod), gradX, gradY);
-
- gl_FragColor = mix(color, u, blend * blendscale);
- }
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