2017-11-29 11:38:13 +00:00
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#version 450
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layout(location = 0) out float FragColor;
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layout(binding = 0) uniform sampler2DShadow uSampler2D;
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layout(binding = 1) uniform sampler2DArrayShadow uSampler2DArray;
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layout(binding = 2) uniform samplerCubeShadow uSamplerCube;
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layout(binding = 3) uniform samplerCubeArrayShadow uSamplerCubeArray;
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layout(location = 0) in vec3 vUVRef;
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layout(location = 1) in vec4 vDirRef;
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void main()
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{
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float s0 = textureOffset(uSampler2D, vUVRef, ivec2(-1));
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float s1 = textureOffset(uSampler2DArray, vDirRef, ivec2(-1));
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float s2 = texture(uSamplerCube, vDirRef);
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float s3 = texture(uSamplerCubeArray, vDirRef, 0.5);
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float l0 = textureLodOffset(uSampler2D, vUVRef, 0.0, ivec2(-1));
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float l1 = textureGradOffset(uSampler2DArray, vDirRef, vec2(0.0), vec2(0.0), ivec2(-1));
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float l2 = textureGrad(uSamplerCube, vDirRef, vec3(0.0), vec3(0.0));
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2017-11-29 11:48:06 +00:00
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float p0 = textureProjOffset(uSampler2D, vDirRef, ivec2(+1));
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float p1 = textureProjLodOffset(uSampler2D, vDirRef, 0.0, ivec2(+1));
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FragColor = s0 + s1 + s2 + s3 + l0 + l1 + l2 + p0 + p1;
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2017-11-29 11:38:13 +00:00
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}
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