blob: 58c8359e4cbf4e16db60c0d92476535bd280ee12 [file] [log] [blame]
#version 460 compatibility
#extension GL_ARB_bindless_texture: require
#if !defined GL_ARB_bindless_texture
# error GL_ARB_bindless_texture is not defined
#elif GL_ARB_bindless_texture != 1
# error GL_ARB_bindless_texture is not equal to 1
#endif
// Valid usage cases
layout(bindless_sampler) uniform sampler2D s0; // case0: bindless layout
in sampler2D s1; // case1: sampler as an input
uniform uvec2 s2; // case2: uvec2 as sampler constructor
uniform ivec2 s3; // case3: ivec2 as sampler constructor
uniform int index;
in sampler2D s4[2][3]; // case4: sampler arrays of arrays
uniform BB {sampler2D s5;} bbs5[2]; // case5: uniform block member as a sampler
in samplerBuffer s6; // case6: samplerBuffer input
uniform UBO9 {samplerBuffer s7;}; // case7: samplerBuffer as an uniform block member
buffer SSBO10 {samplerBuffer s8;}; // case8: samplerBuffer as an ssbo member
layout(rgba8, bindless_image) in image2D i9; // case9: bindless image as an input
uniform vec2 coord; // bindless coord 2-D
uniform int icoord; // bindless coord 1-D
out vec4 color0;
out vec4 color1;
out vec4 color2;
out vec4 color3;
out vec4 color4;
out vec4 color5;
out vec4 color6;
out vec4 color7;
out vec4 color8;
out vec4 color9;
void main()
{
color0 = texture(s0, coord);
color1 = texture(s1, coord);
color2 = texture(sampler2D(s2), coord);
color3 = texture(sampler2D(s3), coord);
color4 = texture(s4[index][index], coord);
color5 = texture(bbs5[index].s5, coord);
color6 = texelFetch(s6, icoord);
color7 = texelFetch(s7, icoord);
color8 = texelFetch(s8, icoord);
color9 = imageLoad(i9, ivec2(0,0));
}