#version 310 es #extension GL_QCOM_image_processing3 : enable precision mediump float; precision highp usampler2D; precision highp sampler2D; precision highp isampler2DArray; layout(location = 0) in vec2 c2D; layout(location = 1) in vec3 c3D; layout(location = 2) in ivec2 offset; layout(binding = 0) uniform highp usampler2D usamp2d; layout(binding = 1) uniform highp isampler2D isamp2d; layout(binding = 2) uniform highp sampler2D fsamp2d; layout(binding = 3) uniform highp usampler2DArray usamp2da; layout(binding = 4) uniform highp isampler2DArray isamp2da; layout(binding = 5) uniform highp sampler2DArray fsamp2da; void main() { vec4 sum = vec4(0.0f); sum += vec4(textureGather4x1QCOM(usamp2d, c2D)); sum += vec4(textureGather4x1QCOM(usamp2d, c2D, 0)); sum += vec4(textureGather4x1QCOM(isamp2d, c2D)); sum += vec4(textureGather4x1QCOM(isamp2d, c2D, 1)); sum += vec4(textureGather4x1QCOM(fsamp2d, c2D)); sum += vec4(textureGather4x1QCOM(fsamp2d, c2D, 2)); sum += vec4(textureGatherV2QCOM(usamp2d, c2D)); sum += vec4(textureGatherV2QCOM(usamp2d, c2D, 1)); sum += vec4(textureGatherV2QCOM(isamp2d, c2D)); sum += vec4(textureGatherV2QCOM(isamp2d, c2D, 2)); sum += vec4(textureGatherV2QCOM(fsamp2d, c2D)); sum += vec4(textureGatherV2QCOM(fsamp2d, c2D, 3)); sum += vec4(textureGatherH2QCOM(usamp2d, c2D)); sum += vec4(textureGatherH2QCOM(usamp2d, c2D, 0)); sum += vec4(textureGatherH2QCOM(isamp2d, c2D)); sum += vec4(textureGatherH2QCOM(isamp2d, c2D, 1)); sum += vec4(textureGatherH2QCOM(fsamp2d, c2D)); sum += vec4(textureGatherH2QCOM(fsamp2d, c2D, 2)); sum += vec4(textureGatherDQCOM(usamp2d, c2D)); sum += vec4(textureGatherDQCOM(usamp2d, c2D, 1)); sum += vec4(textureGatherDQCOM(isamp2d, c2D)); sum += vec4(textureGatherDQCOM(isamp2d, c2D, 2)); sum += vec4(textureGatherDQCOM(fsamp2d, c2D)); sum += vec4(textureGatherDQCOM(fsamp2d, c2D, 3)); sum += vec4(textureGather4x1QCOM(usamp2da, c3D)); sum += vec4(textureGather4x1QCOM(isamp2da, c3D)); sum += vec4(textureGather4x1QCOM(fsamp2da, c3D)); sum += vec4(textureGatherV2QCOM(usamp2da, c3D)); sum += vec4(textureGatherV2QCOM(isamp2da, c3D)); sum += vec4(textureGatherV2QCOM(fsamp2da, c3D)); sum += vec4(textureGatherH2QCOM(usamp2da, c3D)); sum += vec4(textureGatherH2QCOM(isamp2da, c3D)); sum += vec4(textureGatherH2QCOM(fsamp2da, c3D)); sum += vec4(textureGatherDQCOM(usamp2da, c3D)); sum += vec4(textureGatherDQCOM(isamp2da, c3D)); sum += vec4(textureGatherDQCOM(fsamp2da, c3D)); // textureGather*OffsetQCOM sum += vec4(textureGather4x1OffsetQCOM(usamp2d, c2D, offset)); sum += vec4(textureGather4x1OffsetQCOM(usamp2d, c2D, offset, 0)); sum += vec4(textureGather4x1OffsetQCOM(isamp2d, c2D, offset)); sum += vec4(textureGather4x1OffsetQCOM(isamp2d, c2D, offset, 1)); sum += vec4(textureGather4x1OffsetQCOM(fsamp2d, c2D, offset)); sum += vec4(textureGather4x1OffsetQCOM(fsamp2d, c2D, offset, 2)); sum += vec4(textureGatherV2OffsetQCOM(usamp2d, c2D, offset)); sum += vec4(textureGatherV2OffsetQCOM(usamp2d, c2D, offset, 1)); sum += vec4(textureGatherV2OffsetQCOM(isamp2d, c2D, offset)); sum += vec4(textureGatherV2OffsetQCOM(isamp2d, c2D, offset, 2)); sum += vec4(textureGatherV2OffsetQCOM(fsamp2d, c2D, offset)); sum += vec4(textureGatherV2OffsetQCOM(fsamp2d, c2D, offset, 3)); sum += vec4(textureGatherH2OffsetQCOM(usamp2d, c2D, offset)); sum += vec4(textureGatherH2OffsetQCOM(usamp2d, c2D, offset, 0)); sum += vec4(textureGatherH2OffsetQCOM(isamp2d, c2D, offset)); sum += vec4(textureGatherH2OffsetQCOM(isamp2d, c2D, offset, 1)); sum += vec4(textureGatherH2OffsetQCOM(fsamp2d, c2D, offset)); sum += vec4(textureGatherH2OffsetQCOM(fsamp2d, c2D, offset, 2)); sum += vec4(textureGatherDOffsetQCOM(usamp2d, c2D, offset)); sum += vec4(textureGatherDOffsetQCOM(usamp2d, c2D, offset, 1)); sum += vec4(textureGatherDOffsetQCOM(isamp2d, c2D, offset)); sum += vec4(textureGatherDOffsetQCOM(isamp2d, c2D, offset, 2)); sum += vec4(textureGatherDOffsetQCOM(fsamp2d, c2D, offset)); sum += vec4(textureGatherDOffsetQCOM(fsamp2d, c2D, offset, 3)); sum += vec4(textureGather4x1OffsetQCOM(usamp2da, c3D, offset)); sum += vec4(textureGather4x1OffsetQCOM(isamp2da, c3D, offset)); sum += vec4(textureGather4x1OffsetQCOM(fsamp2da, c3D, offset)); sum += vec4(textureGatherV2OffsetQCOM(usamp2da, c3D, offset)); sum += vec4(textureGatherV2OffsetQCOM(isamp2da, c3D, offset)); sum += vec4(textureGatherV2OffsetQCOM(fsamp2da, c3D, offset)); sum += vec4(textureGatherH2OffsetQCOM(usamp2da, c3D, offset)); sum += vec4(textureGatherH2OffsetQCOM(isamp2da, c3D, offset)); sum += vec4(textureGatherH2OffsetQCOM(fsamp2da, c3D, offset)); sum += vec4(textureGatherDOffsetQCOM(usamp2da, c3D, offset)); sum += vec4(textureGatherDOffsetQCOM(isamp2da, c3D, offset)); sum += vec4(textureGatherDOffsetQCOM(fsamp2da, c3D, offset)); gl_Position = sum; }