0671b3c35b
Correctness is a bit unclear at the moment. The spec document for 2.2 is not updated for query-lod, but this is the best we can do anyways.
34 lines
1.3 KiB
GLSL
34 lines
1.3 KiB
GLSL
#version 450
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layout(location = 0) out vec2 FragColor;
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layout(set = 0, binding = 0) uniform sampler2D uSampler2D;
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layout(set = 0, binding = 1) uniform sampler3D uSampler3D;
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layout(set = 0, binding = 2) uniform samplerCube uSamplerCube;
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layout(set = 0, binding = 3) uniform sampler uSampler;
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layout(set = 0, binding = 4) uniform texture2D uTexture2D;
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layout(set = 0, binding = 5) uniform texture3D uTexture3D;
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layout(set = 0, binding = 6) uniform textureCube uTextureCube;
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layout(location = 0) in vec3 vUV;
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void from_function()
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{
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FragColor += textureQueryLod(uSampler2D, vUV.xy);
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FragColor += textureQueryLod(uSampler3D, vUV);
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FragColor += textureQueryLod(uSamplerCube, vUV);
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FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
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FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
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FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
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}
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void main()
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{
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FragColor = vec2(0.0);
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FragColor += textureQueryLod(uSampler2D, vUV.xy);
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FragColor += textureQueryLod(uSampler3D, vUV);
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FragColor += textureQueryLod(uSamplerCube, vUV);
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FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
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FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
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FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
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from_function();
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}
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