85a1663eb1
Support for 1D textures on Vulkan, OpenGL, Metal, and D3D. Change-Id: Ie74ec103da9cfcbf83fa78588cf8cfc1bd6e104f Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
52 lines
1.2 KiB
GLSL
52 lines
1.2 KiB
GLSL
#version 440
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layout(location = 0) in vec2 v_texcoord;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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int idx;
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} ubuf;
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layout(binding = 1) uniform sampler1D tex;
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layout(binding = 2) uniform sampler1DArray texArray;
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layout(binding = 3) uniform sampler1D texA;
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layout(binding = 4) uniform sampler1DArray texArrayA;
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layout(binding = 5) uniform sampler1D texB;
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layout(binding = 6) uniform sampler1D texC;
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layout(binding = 7) uniform sampler1DArray texArrayB;
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void main()
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{
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vec4 c = vec4(v_texcoord, 0, 1);
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vec2 coord = vec2(v_texcoord.x, floor(v_texcoord.y*2));
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switch((ubuf.idx/(60*2))%7) {
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case 0:
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c = textureLod(tex, v_texcoord.x, float((ubuf.idx/30)%4));
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break;
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case 1:
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c = textureLod(texArray, coord, float((ubuf.idx/30)%4));
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break;
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case 2:
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c = textureLod(texA, v_texcoord.x, float((ubuf.idx/30)%4));
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break;
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case 3:
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c = textureLod(texArrayA, coord, float((ubuf.idx/30)%4));
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break;
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case 4:
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c = texture(texB, v_texcoord.x);
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break;
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case 5:
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c = texture(texC, v_texcoord.x);
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break;
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case 6:
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c = texture(texArrayB, coord);
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break;
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}
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fragColor = vec4(c.rgb*c.a, c.a);
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}
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