Add test case for combined depth image sampler in GLSL.

This commit is contained in:
Hans-Kristian Arntzen 2017-05-06 13:56:45 +02:00
parent 07ee7d09cb
commit 89d57e15ba
3 changed files with 92 additions and 0 deletions

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#version 310 es
precision mediump float;
precision highp int;
uniform mediump sampler2DShadow SPIRV_Cross_CombineduDepthuSampler;
uniform mediump sampler2D SPIRV_Cross_CombineduDepthuSampler1;
layout(location = 0) out float FragColor;
float samp2(mediump sampler2DShadow SPIRV_Cross_Combinedts)
{
return texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, vec3(1.0).z));
}
float samp3(mediump sampler2D SPIRV_Cross_Combinedts)
{
return texture(SPIRV_Cross_Combinedts, vec2(1.0)).x;
}
float samp(mediump sampler2DShadow SPIRV_Cross_Combinedts, mediump sampler2D SPIRV_Cross_Combinedts1)
{
float r0 = samp2(SPIRV_Cross_Combinedts);
float r1 = samp3(SPIRV_Cross_Combinedts1);
return r0 + r1;
}
void main()
{
FragColor = samp(SPIRV_Cross_CombineduDepthuSampler, SPIRV_Cross_CombineduDepthuSampler1);
}

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#version 310 es
precision mediump float;
precision highp int;
layout(set = 0, binding = 2) uniform mediump texture2D uDepth;
layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler;
layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
layout(location = 0) out float FragColor;
float samp2(mediump texture2D t, mediump samplerShadow s)
{
return texture(sampler2DShadow(t, s), vec3(vec3(1.0).xy, vec3(1.0).z));
}
float samp3(mediump texture2D t, mediump sampler s)
{
return texture(sampler2D(t, s), vec2(1.0)).x;
}
float samp(mediump texture2D t, mediump samplerShadow s, mediump sampler s1)
{
float r0 = samp2(t, s);
float r1 = samp3(t, s1);
return r0 + r1;
}
void main()
{
FragColor = samp(uDepth, uSampler, uSampler1);
}

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#version 310 es
precision mediump float;
layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler;
layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
layout(set = 0, binding = 2) uniform texture2D uDepth;
layout(location = 0) out float FragColor;
float samp2(texture2D t, mediump samplerShadow s)
{
return texture(sampler2DShadow(t, s), vec3(1.0));
}
float samp3(texture2D t, mediump sampler s)
{
return texture(sampler2D(t, s), vec2(1.0)).x;
}
float samp(texture2D t, mediump samplerShadow s, mediump sampler s1)
{
float r0 = samp2(t, s);
float r1 = samp3(t, s1);
return r0 + r1;
}
void main()
{
FragColor = samp(uDepth, uSampler, uSampler1);
}