| #version 450 |
| |
| layout(binding = 0) uniform sampler1D tex1d; |
| layout(binding = 1) uniform sampler2D tex2d; |
| layout(binding = 2) uniform sampler3D tex3d; |
| layout(binding = 3) uniform samplerCube texCube; |
| layout(binding = 4) uniform sampler2DArray tex2dArray; |
| layout(binding = 5) uniform samplerCubeArray texCubeArray; |
| layout(binding = 6) uniform samplerBuffer texBuffer; |
| |
| layout(binding = 7) uniform sampler2DShadow depth2d; |
| layout(binding = 8) uniform samplerCubeShadow depthCube; |
| layout(binding = 9) uniform sampler2DArrayShadow depth2dArray; |
| layout(binding = 10) uniform samplerCubeArrayShadow depthCubeArray; |
| |
| void main() |
| { |
| // OpImageSampleImplicitLod |
| vec4 c = texture(tex1d, 0.0); |
| c = texture(tex2d, vec2(0.0, 0.0)); |
| c = texture(tex3d, vec3(0.0, 0.0, 0.0)); |
| c = texture(texCube, vec3(0.0, 0.0, 0.0)); |
| c = texture(tex2dArray, vec3(0.0, 0.0, 0.0)); |
| c = texture(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0)); |
| |
| // OpImageSampleDrefImplicitLod |
| c.r = texture(depth2d, vec3(0.0, 0.0, 1.0)); |
| c.r = texture(depthCube, vec4(0.0, 0.0, 0.0, 1.0)); |
| c.r = texture(depth2dArray, vec4(0.0, 0.0, 0.0, 1.0)); |
| c.r = texture(depthCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 1.0); |
| |
| // OpImageSampleProjImplicitLod |
| c = textureProj(tex1d, vec2(0.0, 1.0)); |
| c = textureProj(tex2d, vec3(0.0, 0.0, 1.0)); |
| c = textureProj(tex3d, vec4(0.0, 0.0, 0.0, 1.0)); |
| |
| // OpImageSampleProjDrefImplicitLod |
| c.r = textureProj(depth2d, vec4(0.0, 0.0, 1.0, 1.0)); |
| |
| // OpImageSampleExplicitLod |
| c = textureLod(tex1d, 0.0, 0.0); |
| c = textureLod(tex2d, vec2(0.0, 0.0), 0.0); |
| c = textureLod(tex3d, vec3(0.0, 0.0, 0.0), 0.0); |
| c = textureLod(texCube, vec3(0.0, 0.0, 0.0), 0.0); |
| c = textureLod(tex2dArray, vec3(0.0, 0.0, 0.0), 0.0); |
| c = textureLod(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 0.0); |
| |
| // OpImageSampleDrefExplicitLod |
| c.r = textureLod(depth2d, vec3(0.0, 0.0, 1.0), 0.0); |
| |
| // OpImageSampleProjExplicitLod |
| c = textureProjLod(tex1d, vec2(0.0, 1.0), 0.0); |
| c = textureProjLod(tex2d, vec3(0.0, 0.0, 1.0), 0.0); |
| c = textureProjLod(tex3d, vec4(0.0, 0.0, 0.0, 1.0), 0.0); |
| |
| // OpImageSampleProjDrefExplicitLod |
| c.r = textureProjLod(depth2d, vec4(0.0, 0.0, 1.0, 1.0), 0.0); |
| |
| // OpImageFetch |
| c = texelFetch(tex1d, 0, 0); |
| c = texelFetch(tex2d, ivec2(0, 0), 0); |
| c = texelFetch(tex3d, ivec3(0, 0, 0), 0); |
| c = texelFetch(tex2dArray, ivec3(0, 0, 0), 0); |
| |
| // Show that this transformation doesn't apply to Buffer images. |
| c = texelFetch(texBuffer, 0); |
| |
| // OpImageGather |
| c = textureGather(tex2d, vec2(0.0, 0.0), 0); |
| c = textureGather(texCube, vec3(0.0, 0.0, 0.0), 1); |
| c = textureGather(tex2dArray, vec3(0.0, 0.0, 0.0), 2); |
| c = textureGather(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 3); |
| |
| // OpImageDrefGather |
| c = textureGather(depth2d, vec2(0.0, 0.0), 1.0); |
| c = textureGather(depthCube, vec3(0.0, 0.0, 0.0), 1.0); |
| c = textureGather(depth2dArray, vec3(0.0, 0.0, 0.0), 1.0); |
| c = textureGather(depthCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 1.0); |
| } |