glslang/Test/spv.textureGatherBiasLod.frag

89 lines
3.0 KiB
GLSL

#version 450 core
#extension GL_ARB_sparse_texture2: enable
#extension GL_AMD_texture_gather_bias_lod: enable
uniform sampler2D s2D;
uniform sampler2DArray s2DArray;
uniform samplerCube sCube;
uniform samplerCubeArray sCubeArray;
in vec2 c2;
in vec3 c3;
in vec4 c4;
in float lod;
in float bias;
out vec4 fragColor;
void main()
{
vec4 texel = vec4(0.0);
vec4 result = vec4(0.0);
const ivec2 offsets[4] = { ivec2(0, 0), ivec2(0, 1), ivec2(1, 0), ivec2(1, 1) };
texel += textureGather(s2D, c2, 0, bias);
texel += textureGather(s2DArray, c3, 1, bias);
texel += textureGather(sCube, c3, 2, bias);
texel += textureGather(sCubeArray, c4, 3, bias);
texel += textureGatherOffset(s2D, c2, offsets[0], 0, bias);
texel += textureGatherOffset(s2DArray, c3, offsets[1], 1, bias);
texel += textureGatherOffsets(s2D, c2, offsets, 0, bias);
texel += textureGatherOffsets(s2DArray, c3, offsets, 1, bias);
sparseTextureGatherARB(s2D, c2, result, 0, bias);
texel += result;
sparseTextureGatherARB(s2DArray, c3, result, 1, bias);
texel += result;
sparseTextureGatherARB(sCube, c3, result, 2, bias);
texel += result;
sparseTextureGatherARB(sCubeArray, c4, result, 2, bias);
texel += result;
sparseTextureGatherOffsetARB(s2D, c2, offsets[0], result, 0, bias);
texel += result;
sparseTextureGatherOffsetARB(s2DArray, c3, offsets[1], result, 1, bias);
texel += result;
sparseTextureGatherOffsetsARB(s2D, c2, offsets, result, 0, bias);
texel += result;
sparseTextureGatherOffsetsARB(s2DArray, c3, offsets, result, 1, bias);
texel += result;
texel += textureGatherLodAMD(s2D, c2, lod);
texel += textureGatherLodAMD(s2DArray, c3, lod, 1);
texel += textureGatherLodAMD(sCube, c3, lod, 2);
texel += textureGatherLodAMD(sCubeArray, c4, lod, 3);
texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]);
texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1);
texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets);
texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1);
sparseTextureGatherLodAMD(s2D, c2, lod, result);
texel += result;
sparseTextureGatherLodAMD(s2DArray, c3, lod, result, 1);
texel += result;
sparseTextureGatherLodAMD(sCube, c3, lod, result, 2);
texel += result;
sparseTextureGatherLodAMD(sCubeArray, c4, lod, result, 2);
texel += result;
sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offsets[0], result);
texel += result;
sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], result, 1);
texel += result;
sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, result);
texel += result;
sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, result, 1);
texel += result;
fragColor = texel;
}