#version 450 #extension GL_EXT_texture_shadow_lod : enable layout(binding = 0) uniform sampler2DArrayShadow s2da; layout(binding = 1) uniform samplerCubeArrayShadow sca; layout(binding = 2) uniform samplerCubeShadow sc; layout(location = 0) out float c; layout(location = 0) in vec4 tc; void main() { c = texture(s2da, tc, 0.0); c = texture(sca, tc, 0.0, 0.0); c = textureOffset(s2da, tc, ivec2(0.0), 0.0); c = textureLod(s2da, tc, 0.0); c = textureLod(sc, tc, 0.0); c = textureLod(sca, tc, 0.0, 0.0); c = textureLodOffset(s2da, tc, 0.0, ivec2(0.0)); }