91 lines
3.5 KiB
GLSL
91 lines
3.5 KiB
GLSL
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#version 450
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layout(binding = 0) uniform sampler1D tex1d;
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layout(binding = 1) uniform texture2D tex2d;
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layout(binding = 2) uniform sampler3D tex3d;
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layout(binding = 3) uniform textureCube texCube;
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layout(binding = 4) uniform sampler2DArray tex2dArray;
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layout(binding = 5) uniform samplerCubeArray texCubeArray;
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layout(binding = 6) uniform samplerBuffer texBuffer;
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layout(binding = 7) uniform sampler2DShadow depth2d;
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layout(binding = 8) uniform samplerCubeShadow depthCube;
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layout(binding = 9) uniform texture2DArray depth2dArray;
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layout(binding = 10) uniform samplerCubeArrayShadow depthCubeArray;
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layout(binding = 11) uniform sampler defaultSampler;
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layout(binding = 12) uniform samplerShadow shadowSampler;
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layout(location = 0) out vec4 fragColor;
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vec4 do_samples(sampler1D t1, texture2D t2, sampler3D t3, textureCube tc, sampler2DArray t2a, samplerCubeArray tca, samplerBuffer tb, sampler2DShadow d2, samplerCubeShadow dc, texture2DArray d2a, samplerCubeArrayShadow dca)
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{
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// OpImageSampleImplicitLod
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vec4 c = texture(t1, 0.0);
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c = texture(sampler2D(t2, defaultSampler), vec2(0.0, 0.0));
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c = texture(t3, vec3(0.0, 0.0, 0.0));
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c = texture(samplerCube(tc, defaultSampler), vec3(0.0, 0.0, 0.0));
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c = texture(t2a, vec3(0.0, 0.0, 0.0));
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c = texture(tca, vec4(0.0, 0.0, 0.0, 0.0));
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// OpImageSampleDrefImplicitLod
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c.r = texture(d2, vec3(0.0, 0.0, 1.0));
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c.r = texture(dc, vec4(0.0, 0.0, 0.0, 1.0));
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c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0));
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c.r = texture(dca, vec4(0.0, 0.0, 0.0, 0.0), 1.0);
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// OpImageSampleProjImplicitLod
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c = textureProj(t1, vec2(0.0, 1.0));
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c = textureProj(sampler2D(t2, defaultSampler), vec3(0.0, 0.0, 1.0));
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c = textureProj(t3, vec4(0.0, 0.0, 0.0, 1.0));
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// OpImageSampleProjDrefImplicitLod
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c.r = textureProj(d2, vec4(0.0, 0.0, 1.0, 1.0));
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// OpImageSampleExplicitLod
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c = textureLod(t1, 0.0, 0.0);
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c = textureLod(sampler2D(t2, defaultSampler), vec2(0.0, 0.0), 0.0);
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c = textureLod(t3, vec3(0.0, 0.0, 0.0), 0.0);
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c = textureLod(samplerCube(tc, defaultSampler), vec3(0.0, 0.0, 0.0), 0.0);
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c = textureLod(t2a, vec3(0.0, 0.0, 0.0), 0.0);
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c = textureLod(tca, vec4(0.0, 0.0, 0.0, 0.0), 0.0);
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// OpImageSampleDrefExplicitLod
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c.r = textureLod(d2, vec3(0.0, 0.0, 1.0), 0.0);
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// OpImageSampleProjExplicitLod
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c = textureProjLod(t1, vec2(0.0, 1.0), 0.0);
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c = textureProjLod(sampler2D(t2, defaultSampler), vec3(0.0, 0.0, 1.0), 0.0);
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c = textureProjLod(t3, vec4(0.0, 0.0, 0.0, 1.0), 0.0);
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// OpImageSampleProjDrefExplicitLod
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c.r = textureProjLod(d2, vec4(0.0, 0.0, 1.0, 1.0), 0.0);
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// OpImageFetch
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c = texelFetch(t1, 0, 0);
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c = texelFetch(sampler2D(t2, defaultSampler), ivec2(0, 0), 0);
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c = texelFetch(t3, ivec3(0, 0, 0), 0);
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c = texelFetch(t2a, ivec3(0, 0, 0), 0);
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// Show that this transformation doesn't apply to Buffer images.
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c = texelFetch(tb, 0);
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// OpImageGather
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c = textureGather(sampler2D(t2, defaultSampler), vec2(0.0, 0.0), 0);
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c = textureGather(samplerCube(tc, defaultSampler), vec3(0.0, 0.0, 0.0), 1);
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c = textureGather(t2a, vec3(0.0, 0.0, 0.0), 2);
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c = textureGather(tca, vec4(0.0, 0.0, 0.0, 0.0), 3);
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// OpImageDrefGather
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c = textureGather(d2, vec2(0.0, 0.0), 1.0);
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c = textureGather(dc, vec3(0.0, 0.0, 0.0), 1.0);
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c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0);
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c = textureGather(dca, vec4(0.0, 0.0, 0.0, 0.0), 1.0);
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return c;
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}
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void main()
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{
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fragColor = do_samples(tex1d, tex2d, tex3d, texCube, tex2dArray, texCubeArray, texBuffer, depth2d, depthCube, depth2dArray, depthCubeArray);
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}
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