#version 450 layout(binding = 0) uniform usampler1D tex1d; layout(binding = 1) uniform usampler2D tex2d; layout(binding = 2) uniform usampler3D tex3d; layout(binding = 3) uniform usamplerCube texCube; layout(binding = 4) uniform usampler2DArray tex2dArray; layout(binding = 5) uniform usamplerCubeArray texCubeArray; layout(binding = 6) uniform usamplerBuffer texBuffer; void main() { // OpImageSampleImplicitLod vec4 c = texture(tex1d, 0.0); c = texture(tex2d, vec2(0.0, 0.0)); c = texture(tex3d, vec3(0.0, 0.0, 0.0)); c = texture(texCube, vec3(0.0, 0.0, 0.0)); c = texture(tex2dArray, vec3(0.0, 0.0, 0.0)); c = texture(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0)); // OpImageSampleProjImplicitLod c = textureProj(tex1d, vec2(0.0, 1.0)); c = textureProj(tex2d, vec3(0.0, 0.0, 1.0)); c = textureProj(tex3d, vec4(0.0, 0.0, 0.0, 1.0)); // OpImageSampleExplicitLod c = textureLod(tex1d, 0.0, 0.0); c = textureLod(tex2d, vec2(0.0, 0.0), 0.0); c = textureLod(tex3d, vec3(0.0, 0.0, 0.0), 0.0); c = textureLod(texCube, vec3(0.0, 0.0, 0.0), 0.0); c = textureLod(tex2dArray, vec3(0.0, 0.0, 0.0), 0.0); c = textureLod(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 0.0); // OpImageSampleProjExplicitLod c = textureProjLod(tex1d, vec2(0.0, 1.0), 0.0); c = textureProjLod(tex2d, vec3(0.0, 0.0, 1.0), 0.0); c = textureProjLod(tex3d, vec4(0.0, 0.0, 0.0, 1.0), 0.0); // OpImageFetch c = texelFetch(tex1d, 0, 0); c = texelFetch(tex2d, ivec2(0, 0), 0); c = texelFetch(tex3d, ivec3(0, 0, 0), 0); c = texelFetch(tex2dArray, ivec3(0, 0, 0), 0); // Show that this transformation doesn't apply to Buffer images. c = texelFetch(texBuffer, 0); // OpImageGather c = textureGather(tex2d, vec2(0.0, 0.0), 0); c = textureGather(texCube, vec3(0.0, 0.0, 0.0), 1); c = textureGather(tex2dArray, vec3(0.0, 0.0, 0.0), 2); c = textureGather(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 3); }