#version 450 layout(location = 0) out float FragColor; layout(binding = 0) uniform sampler2DShadow uSampler2D; layout(binding = 1) uniform sampler2DArrayShadow uSampler2DArray; layout(binding = 2) uniform samplerCubeShadow uSamplerCube; layout(binding = 3) uniform samplerCubeArrayShadow uSamplerCubeArray; layout(location = 0) in vec3 vUVRef; layout(location = 1) in vec4 vDirRef; void main() { float s0 = textureOffset(uSampler2D, vUVRef, ivec2(-1)); float s1 = textureOffset(uSampler2DArray, vDirRef, ivec2(-1)); float s2 = texture(uSamplerCube, vDirRef); float s3 = texture(uSamplerCubeArray, vDirRef, 0.5); float l0 = textureLodOffset(uSampler2D, vUVRef, 0.0, ivec2(-1)); float l1 = textureGradOffset(uSampler2DArray, vDirRef, vec2(0.0), vec2(0.0), ivec2(-1)); float l2 = textureGrad(uSamplerCube, vDirRef, vec3(0.0), vec3(0.0)); FragColor = s0 + s1 + s2 + s3 + l0 + l1 + l2; }