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https://github.com/KhronosGroup/glslang
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726bf96a72
This implements mytex.mips[mip][coord] for texture types. There is some error testing, but not comprehensive. The constructs can be nested, e.g in this case the inner .mips is parsed before the completion of the outer [][] operator. tx.mips[tx.mips[a][b].x][c]
10 lines
153 B
GLSL
10 lines
153 B
GLSL
Texture2D g_tTex2df4;
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float4 main() : SV_Target0
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{
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g_tTex2df4.mips.mips[2][uint2(3, 4)]; // error to chain like this
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return 0;
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}
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