| #version 450 |
| |
| layout(binding = 0) uniform sampler1D tex1d; |
| layout(binding = 1) uniform texture2D tex2d; |
| layout(binding = 2) uniform sampler3D tex3d; |
| layout(binding = 3) uniform textureCube 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 texture2DArray depth2dArray; |
| layout(binding = 10) uniform samplerCubeArrayShadow depthCubeArray; |
| |
| layout(binding = 11) uniform sampler defaultSampler; |
| layout(binding = 12) uniform samplerShadow shadowSampler; |
| |
| layout(location = 0) out vec4 fragColor; |
| |
| vec4 do_samples(sampler1D t1, texture2D t2, sampler3D t3, textureCube tc, sampler2DArray t2a, samplerCubeArray tca, samplerBuffer tb, sampler2DShadow d2, samplerCubeShadow dc, texture2DArray d2a, samplerCubeArrayShadow dca) |
| { |
| // OpImageSampleImplicitLod |
| vec4 c = texture(t1, 0.0); |
| c = texture(sampler2D(t2, defaultSampler), vec2(0.0, 0.0)); |
| c = texture(t3, vec3(0.0, 0.0, 0.0)); |
| c = texture(samplerCube(tc, defaultSampler), vec3(0.0, 0.0, 0.0)); |
| c = texture(t2a, vec3(0.0, 0.0, 0.0)); |
| c = texture(tca, vec4(0.0, 0.0, 0.0, 0.0)); |
| |
| // OpImageSampleDrefImplicitLod |
| c.r = texture(d2, vec3(0.0, 0.0, 1.0)); |
| c.r = texture(dc, vec4(0.0, 0.0, 0.0, 1.0)); |
| c.r = texture(sampler2DArrayShadow(d2a, shadowSampler), vec4(0.0, 0.0, 0.0, 1.0)); |
| c.r = texture(dca, vec4(0.0, 0.0, 0.0, 0.0), 1.0); |
| |
| // OpImageSampleProjImplicitLod |
| c = textureProj(t1, vec2(0.0, 1.0)); |
| c = textureProj(sampler2D(t2, defaultSampler), vec3(0.0, 0.0, 1.0)); |
| c = textureProj(t3, vec4(0.0, 0.0, 0.0, 1.0)); |
| |
| // OpImageSampleProjDrefImplicitLod |
| c.r = textureProj(d2, vec4(0.0, 0.0, 1.0, 1.0)); |
| |
| // OpImageSampleExplicitLod |
| c = textureLod(t1, 0.0, 0.0); |
| c = textureLod(sampler2D(t2, defaultSampler), vec2(0.0, 0.0), 0.0); |
| c = textureLod(t3, vec3(0.0, 0.0, 0.0), 0.0); |
| c = textureLod(samplerCube(tc, defaultSampler), vec3(0.0, 0.0, 0.0), 0.0); |
| c = textureLod(t2a, vec3(0.0, 0.0, 0.0), 0.0); |
| c = textureLod(tca, vec4(0.0, 0.0, 0.0, 0.0), 0.0); |
| |
| // OpImageSampleDrefExplicitLod |
| c.r = textureLod(d2, vec3(0.0, 0.0, 1.0), 0.0); |
| |
| // OpImageSampleProjExplicitLod |
| c = textureProjLod(t1, vec2(0.0, 1.0), 0.0); |
| c = textureProjLod(sampler2D(t2, defaultSampler), vec3(0.0, 0.0, 1.0), 0.0); |
| c = textureProjLod(t3, vec4(0.0, 0.0, 0.0, 1.0), 0.0); |
| |
| // OpImageSampleProjDrefExplicitLod |
| c.r = textureProjLod(d2, vec4(0.0, 0.0, 1.0, 1.0), 0.0); |
| |
| // OpImageFetch |
| c = texelFetch(t1, 0, 0); |
| c = texelFetch(sampler2D(t2, defaultSampler), ivec2(0, 0), 0); |
| c = texelFetch(t3, ivec3(0, 0, 0), 0); |
| c = texelFetch(t2a, ivec3(0, 0, 0), 0); |
| |
| // Show that this transformation doesn't apply to Buffer images. |
| c = texelFetch(tb, 0); |
| |
| // OpImageGather |
| c = textureGather(sampler2D(t2, defaultSampler), vec2(0.0, 0.0), 0); |
| c = textureGather(samplerCube(tc, defaultSampler), vec3(0.0, 0.0, 0.0), 1); |
| c = textureGather(t2a, vec3(0.0, 0.0, 0.0), 2); |
| c = textureGather(tca, vec4(0.0, 0.0, 0.0, 0.0), 3); |
| |
| // OpImageDrefGather |
| c = textureGather(d2, vec2(0.0, 0.0), 1.0); |
| c = textureGather(dc, vec3(0.0, 0.0, 0.0), 1.0); |
| c = textureGather(sampler2DArrayShadow(d2a, shadowSampler), vec3(0.0, 0.0, 0.0), 1.0); |
| c = textureGather(dca, vec4(0.0, 0.0, 0.0, 0.0), 1.0); |
| return c; |
| } |
| |
| void main() |
| { |
| fragColor = do_samples(tex1d, tex2d, tex3d, texCube, tex2dArray, texCubeArray, texBuffer, depth2d, depthCube, depth2dArray, depthCubeArray); |
| } |