glslang/Test/spv.queryL.frag

65 lines
1.9 KiB
GLSL

#version 430 core
uniform sampler1D samp1D;
uniform isampler2D isamp2D;
uniform usampler2D usamp2D;
uniform isampler3D isamp3D;
uniform usampler3D usamp3D;
uniform samplerCube sampCube;
uniform isamplerCube isampCube;
uniform isampler1DArray isamp1DA;
uniform sampler2DArray samp2DA;
uniform usampler2DArray usamp2DA;
uniform isamplerCubeArray isampCubeA;
uniform usamplerCubeArray usampCubeA;
uniform sampler1DShadow samp1Ds;
uniform sampler2DShadow samp2Ds;
uniform samplerCubeShadow sampCubes;
uniform sampler1DArrayShadow samp1DAs;
uniform sampler2DArrayShadow samp2DAs;
uniform samplerCubeArrayShadow sampCubeAs;
uniform samplerBuffer sampBuf;
uniform sampler2DRect sampRect;
void main()
{
vec2 lod;
float pf;
vec2 pf2;
vec3 pf3;
lod = textureQueryLod(samp1D, pf);
lod += textureQueryLod(isamp2D, pf2);
lod += textureQueryLod(usamp3D, pf3);
lod += textureQueryLod(sampCube, pf3);
lod += textureQueryLod(isamp1DA, pf);
lod += textureQueryLod(usamp2DA, pf2);
lod += textureQueryLod(isampCubeA, pf3);
lod += textureQueryLod(samp1Ds, pf);
lod += textureQueryLod(samp2Ds, pf2);
lod += textureQueryLod(sampCubes, pf3);
lod += textureQueryLod(samp1DAs, pf);
lod += textureQueryLod(samp2DAs, pf2);
lod += textureQueryLod(sampCubeAs, pf3);
int levels;
levels = textureQueryLevels(samp1D);
levels += textureQueryLevels(usamp2D);
levels += textureQueryLevels(isamp3D);
levels += textureQueryLevels(isampCube);
levels += textureQueryLevels(isamp1DA);
levels += textureQueryLevels(samp2DA);
levels += textureQueryLevels(usampCubeA);
levels = textureQueryLevels(samp1Ds);
levels += textureQueryLevels(samp2Ds);
levels += textureQueryLevels(sampCubes);
levels += textureQueryLevels(samp1DAs);
levels += textureQueryLevels(samp2DAs);
levels += textureQueryLevels(sampCubeAs);
}