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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]
15 lines
492 B
GLSL
15 lines
492 B
GLSL
Texture2DArray g_tTex2df4a;
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Texture2D g_tTex2df4;
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float4 main() : SV_Target0
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{
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return g_tTex2df4.mips[2][uint2(3, 4)] +
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// test float->uint cast on the mip arg
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g_tTex2df4a.mips[5.2][uint3(6, 7, 8)] +
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// Test nesting involving .mips operators:
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// ....outer operator mip level...... .....outer operator coordinate....
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g_tTex2df4.mips[ g_tTex2df4.mips[9][uint2(10,11)][0] ][ g_tTex2df4.mips[13][uint2(14,15)].xy ];
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}
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