#version 450 layout(binding = 0) uniform usampler1D uSampler1DUint; layout(binding = 0) uniform isampler1D uSampler1DInt; layout(binding = 0) uniform sampler1D uSampler1DFloat; layout(binding = 1) uniform sampler2D uSampler2D; layout(binding = 2) uniform isampler2DArray uSampler2DArray; layout(binding = 3) uniform sampler3D uSampler3D; layout(binding = 4) uniform samplerCube uSamplerCube; layout(binding = 5) uniform usamplerCubeArray uSamplerCubeArray; layout(binding = 6) uniform samplerBuffer uSamplerBuffer; layout(binding = 7) uniform isampler2DMS uSamplerMS; layout(binding = 8) uniform sampler2DMSArray uSamplerMSArray; void main() { int a = textureSize(uSampler1DUint, 0); a = textureSize(uSampler1DInt, 0); a = textureSize(uSampler1DFloat, 0); ivec3 c = textureSize(uSampler2DArray, 0); ivec3 d = textureSize(uSampler3D, 0); ivec2 e = textureSize(uSamplerCube, 0); ivec3 f = textureSize(uSamplerCubeArray, 0); int g = textureSize(uSamplerBuffer); ivec2 h = textureSize(uSamplerMS); ivec3 i = textureSize(uSamplerMSArray); int l1 = textureQueryLevels(uSampler2D); int l2 = textureQueryLevels(uSampler2DArray); int l3 = textureQueryLevels(uSampler3D); int l4 = textureQueryLevels(uSamplerCube); int s0 = textureSamples(uSamplerMS); int s1 = textureSamples(uSamplerMSArray); }