SPIRV-Cross/shaders-msl-no-opt/vulkan/frag/texture-access-function.swizzle.vk.frag

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