#version 450 layout(binding = 0) uniform sampler1D tex1d; layout(binding = 1) uniform sampler2D tex2d; layout(binding = 2) uniform sampler3D tex3d; layout(binding = 3) uniform samplerCube 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 sampler2DArrayShadow depth2dArray; layout(binding = 10) uniform samplerCubeArrayShadow depthCubeArray; vec4 doSwizzle() { // 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)); // OpImageSampleDrefImplicitLod c.r = texture(depth2d, vec3(0.0, 0.0, 1.0)); c.r = texture(depthCube, vec4(0.0, 0.0, 0.0, 1.0)); c.r = texture(depth2dArray, vec4(0.0, 0.0, 0.0, 1.0)); c.r = texture(depthCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 1.0); // 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)); // OpImageSampleProjDrefImplicitLod c.r = textureProj(depth2d, vec4(0.0, 0.0, 1.0, 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); // OpImageSampleDrefExplicitLod c.r = textureLod(depth2d, vec3(0.0, 0.0, 1.0), 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); // OpImageSampleProjDrefExplicitLod c.r = textureProjLod(depth2d, vec4(0.0, 0.0, 1.0, 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); // OpImageDrefGather c = textureGather(depth2d, vec2(0.0, 0.0), 1.0); c = textureGather(depthCube, vec3(0.0, 0.0, 0.0), 1.0); c = textureGather(depth2dArray, vec3(0.0, 0.0, 0.0), 1.0); c = textureGather(depthCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 1.0); return c; } void main() { vec4 c = doSwizzle(); }