mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-12 13:10:06 +00:00
43 lines
1.1 KiB
GLSL
43 lines
1.1 KiB
GLSL
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#version 400 core
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in vec2 c2D;
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flat in int i;
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out vec4 outp;
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out ivec4 ioutp;
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out uvec4 uoutp;
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uniform sampler2D arrayedSampler[5];
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uniform usampler2DRect samp2dr;
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uniform isampler2DArray isamp2DA;
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uniform sampler2DRectShadow u2drs;
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 6) in vec4 vl2;
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void foo23()
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{
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const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
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outp.x += textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[1]);
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}
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void main()
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{
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vec4 v;
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v = texture(arrayedSampler[i], c2D);
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outp.x = gl_ClipDistance[1];
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outp.yzw = v.yzw;
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ivec2 offsets[4];
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const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
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uoutp = textureGatherOffsets(samp2dr, c2D, constOffsets, 2);
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outp += textureGather(arrayedSampler[0], c2D);
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ioutp = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
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ioutp += textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
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ioutp += textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));
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outp += gl_FragCoord + vl2;
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foo23();
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}
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