#version 430 | |
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, ic2D); | |
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); | |
ivec2 iv2 = textureSize(sCubeShadow, 2); | |
// iv2 += textureSize(is2Dms); | |
FragData = v + vec4(iv2, 0.0, 0.0); | |
} |