#version 130 | |
uniform sampler1D texSampler1D; | |
uniform sampler2D texSampler2D; | |
uniform sampler3D texSampler3D; | |
uniform samplerCube texSamplerCube; | |
uniform sampler1DShadow shadowSampler1D; | |
uniform sampler2DShadow shadowSampler2D; | |
uniform float blend; | |
uniform vec2 scale; | |
uniform vec4 u; | |
varying vec2 t; | |
varying 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 += texture1D (texSampler1D, coords1D); | |
color += texture1D (texSampler1D, coords1D, bias); | |
color += texture1DProj(texSampler1D, coords2D); | |
color += texture1DProj(texSampler1D, coords4D); | |
color += texture1DProj(texSampler1D, coords2D, bias); | |
color += texture1DProj(texSampler1D, coords4D, bias); | |
color += texture2D (texSampler2D, coords2D); | |
color += texture2D (texSampler2D, coords2D, bias); | |
color += texture2DProj (texSampler2D, coords3D); | |
color += texture2DProj (texSampler2D, coords4D, bias); | |
color += texture3D (texSampler3D, coords3D); | |
color += texture3D (texSampler3D, coords3D, bias); | |
color += texture3DProj (texSampler3D, coords4D); | |
color += texture3DProj (texSampler3D, coords4D, bias); | |
color += textureCube (texSamplerCube, coords3D); | |
color += textureCube (texSamplerCube, coords3D, bias); | |
color += shadow1D (shadowSampler1D, coords3D); | |
color += shadow1D (shadowSampler1D, coords3D, bias); | |
color += shadow2D (shadowSampler2D, coords3D); | |
color += shadow2D (shadowSampler2D, coords3D, bias); | |
color += shadow1DProj (shadowSampler1D, coords4D); | |
color += shadow1DProj (shadowSampler1D, coords4D, bias); | |
color += shadow2DProj (shadowSampler2D, coords4D); | |
color += shadow2DProj (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); | |
} |