| #version 450 |
| |
| layout(location = 0) out vec4 FragColor; |
| layout(binding = 0) uniform sampler2D uSampler; |
| layout(location = 0) in vec4 vInput; |
| |
| void main() |
| { |
| FragColor = vInput; |
| vec4 t = texture(uSampler, vInput.xy); |
| vec4 d0 = dFdx(vInput); |
| vec4 d1 = dFdy(vInput); |
| vec4 d2 = fwidth(vInput); |
| vec4 d3 = dFdxCoarse(vInput); |
| vec4 d4 = dFdyCoarse(vInput); |
| vec4 d5 = fwidthCoarse(vInput); |
| vec4 d6 = dFdxFine(vInput); |
| vec4 d7 = dFdyFine(vInput); |
| vec4 d8 = fwidthFine(vInput); |
| vec2 lod = textureQueryLod(uSampler, vInput.zw); |
| if (vInput.y > 10.0) |
| { |
| FragColor += t; |
| FragColor += d0; |
| FragColor += d1; |
| FragColor += d2; |
| FragColor += d3; |
| FragColor += d4; |
| FragColor += d5; |
| FragColor += d6; |
| FragColor += d7; |
| FragColor += d8; |
| FragColor += lod.xyxy; |
| } |
| } |
| |