glslang/Test/spv.400.frag

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#version 400 core
in vec2 c2D;
flat in int i;
out vec4 outp;
out ivec4 ioutp;
out uvec4 uoutp;
uniform sampler2D arrayedSampler[5];
uniform usampler2DRect samp2dr;
uniform isampler2DArray isamp2DA;
uniform sampler2DRectShadow u2drs;
#extension GL_ARB_separate_shader_objects : enable
layout(location = 6) in vec4 vl2;
void foo23()
{
const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
outp.x += textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[1]);
}
void main()
{
vec4 v;
v = texture(arrayedSampler[i], c2D);
outp.x = gl_ClipDistance[1];
outp.yzw = v.yzw;
ivec2 offsets[4];
const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
uoutp = textureGatherOffsets(samp2dr, c2D, constOffsets, 2);
outp += textureGather(arrayedSampler[0], c2D);
ioutp = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
ioutp += textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
ioutp += textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));
outp += gl_FragCoord + vl2;
foo23();
}