#version 450 uniform sampler1D tex1d; uniform sampler2D tex2d; uniform sampler3D tex3d; uniform samplerCube texCube; uniform sampler1DShadow tex1dShadow; uniform sampler2DShadow tex2dShadow; uniform samplerCubeShadow texCubeShadow; uniform sampler1DArray tex1dArray; uniform sampler2DArray tex2dArray; uniform samplerCubeArray texCubeArray; in float texCoord1d; in vec2 texCoord2d; in vec3 texCoord3d; in vec4 texCoord4d; out vec4 FragColor; void main() { vec4 texcolor = texture(tex1d, texCoord1d); texcolor += textureOffset(tex1d, texCoord1d, 1); texcolor += textureLod(tex1d, texCoord1d, 2); texcolor += textureGrad(tex1d, texCoord1d, 1.0, 2.0); texcolor += textureProj(tex1d, vec2(texCoord1d, 2.0)); texcolor += texture(tex1d, texCoord1d, 1.0); texcolor += texture(tex2d, texCoord2d); texcolor += textureOffset(tex2d, texCoord2d, ivec2(1, 2)); texcolor += textureLod(tex2d, texCoord2d, 2); texcolor += textureGrad(tex2d, texCoord2d, vec2(1.0, 2.0), vec2(3.0, 4.0)); texcolor += textureProj(tex2d, vec3(texCoord2d, 2.0)); texcolor += texture(tex2d, texCoord2d, 1.0); texcolor += texture(tex3d, texCoord3d); texcolor += textureOffset(tex3d, texCoord3d, ivec3(1, 2, 3)); texcolor += textureLod(tex3d, texCoord3d, 2); texcolor += textureGrad(tex3d, texCoord3d, vec3(1.0, 2.0, 3.0), vec3(4.0, 5.0, 6.0)); texcolor += textureProj(tex3d, vec4(texCoord3d, 2.0)); texcolor += texture(tex3d, texCoord3d, 1.0); texcolor += texture(texCube, texCoord3d); texcolor += textureLod(texCube, texCoord3d, 2); texcolor += texture(texCube, texCoord3d, 1.0); texcolor.a += texture(tex1dShadow, vec3(texCoord1d, 0.0, 0.0)); texcolor.a += texture(tex2dShadow, vec3(texCoord2d, 0.0)); texcolor.a += texture(texCubeShadow, vec4(texCoord3d, 0.0)); texcolor += texture(tex1dArray, texCoord2d); texcolor += texture(tex2dArray, texCoord3d); texcolor += texture(texCubeArray, texCoord4d); texcolor += textureGather(tex2d, texCoord2d); texcolor += texelFetch(tex2d, ivec2(1, 2), 0); FragColor = texcolor; }