| #version 310 es |
| layout(binding = 1) uniform sampler2D s2D; |
| layout(binding = 2) uniform lowp sampler3D s3D; |
| layout(binding = 3) uniform samplerCube sCube; |
| layout(binding = 4) uniform lowp samplerCubeShadow sCubeShadow; |
| layout(binding = 5) uniform lowp sampler2DShadow s2DShadow; |
| layout(binding = 6) uniform lowp sampler2DArray s2DArray; |
| layout(binding = 7) uniform lowp sampler2DArrayShadow s2DArrayShadow; |
| layout(binding = 8) uniform lowp isampler2D is2D; |
| layout(binding = 9) uniform lowp isampler3D is3D; |
| layout(binding = 10) uniform lowp isamplerCube isCube; |
| layout(binding = 11) uniform lowp isampler2DArray is2DArray; |
| layout(binding = 12) uniform lowp usampler2D us2D; |
| layout(binding = 13) uniform lowp usampler3D us3D; |
| layout(binding = 14) uniform lowp usamplerCube usCube; |
| layout(binding = 15) uniform lowp usampler2DArray us2DArray; |
| |
| precision lowp float; |
| layout(location = 4) in float c1D; |
| layout(location = 5) in vec2 c2D; |
| layout(location = 6) in vec3 c3D; |
| layout(location = 7) in smooth vec4 c4D; |
| |
| layout(location = 1) flat in int ic1D; |
| layout(location = 2) flat in ivec3 ic3D; |
| layout(location = 3) flat in ivec4 ic4D; |
| |
| const ivec2 ic2D = ivec2(2, 3); |
| |
| struct s { |
| int i; |
| sampler2D s; |
| }; |
| |
| struct S2 { |
| vec3 c; |
| float f; |
| }; |
| |
| layout(location = 8) in S2 s2; |
| |
| layout(location = 0) out vec3 sc; |
| layout(location = 1) out float sf; |
| |
| layout(binding = 0) uniform sampler2D arrayedSampler[5]; |
| |
| void main() |
| { |
| float f; |
| vec4 v; |
| v = texture(s2D, c2D); |
| v = textureProj(s3D, c4D); |
| v = textureLod(s2DArray, c3D, 1.2); |
| v = texelFetch(s3D, ic3D, ic1D); |
| f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); |
| v = textureProjLodOffset(s2D, c3D, c1D, ic2D); |
| v = textureGrad(sCube, c3D, c3D, c3D); |
| f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); |
| v = textureProjGrad(s3D, c4D, c3D, c3D); |
| v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); |
| |
| ivec4 iv; |
| iv = texture(is2D, c2D); |
| iv = textureProjOffset(is2D, c4D, ic2D); |
| iv = textureProjLod(is2D, c3D, c1D); |
| iv = textureProjGrad(is2D, c3D, c2D, c2D); |
| iv = texture(is3D, c3D, 4.2); |
| iv = textureLod(isCube, c3D, c1D); |
| iv = texelFetch(is2DArray, ic3D, ic1D); |
| |
| iv.xy = textureSize(sCubeShadow, 2); |
| } |
| |
| void foo23() |
| { |
| textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D); |
| } |