| #version 450 |
| |
| layout(location = 0) out float FragColor; |
| layout(binding = 0) uniform sampler2DShadow uSampler; |
| layout(location = 0) in vec3 vUV; |
| |
| layout(binding = 1) uniform texture2D uTex; |
| layout(binding = 2) uniform samplerShadow uSamp; |
| |
| float Samp(vec3 uv) |
| { |
| return texture(sampler2DShadow(uTex, uSamp), uv); |
| } |
| |
| float Samp2(vec3 uv) |
| { |
| return texture(uSampler, vUV); |
| } |
| |
| float Samp3(texture2D uT, samplerShadow uS, vec3 uv) |
| { |
| return texture(sampler2DShadow(uT, uS), vUV); |
| } |
| |
| float Samp4(sampler2DShadow uS, vec3 uv) |
| { |
| return texture(uS, vUV); |
| } |
| |
| void main() |
| { |
| FragColor = texture(uSampler, vUV); |
| FragColor += texture(sampler2DShadow(uTex, uSamp), vUV); |
| FragColor += Samp(vUV); |
| FragColor += Samp2(vUV); |
| FragColor += Samp3(uTex, uSamp, vUV); |
| FragColor += Samp4(uSampler, vUV); |
| } |