yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
dad64085
main
1#version 430 2 3uniform sampler2D s2D ; 4uniform sampler2DRect sr ; 5uniform sampler3D s3D ; 6uniform samplerCube sCube ; 7uniform samplerCubeShadow sCubeShadow ; 8uniform samplerCubeArrayShadow sCubeArrayShadow ; 9uniform sampler2DShadow s2DShadow ; 10uniform sampler2DArray s2DArray ; 11uniform sampler2DArrayShadow s2DArrayShadow ; 12 13uniform isampler2D is2D ; 14uniform isampler3D is3D ; 15uniform isamplerCube isCube ; 16uniform isampler2DArray is2DArray ; 17uniform isampler2DMS is2Dms ; 18 19uniform usampler2D us2D ; 20uniform usampler3D us3D ; 21uniform usamplerCube usCube ; 22uniform usampler2DArray us2DArray ; 23 24in float c1D ; 25in vec2 c2D ; 26in vec3 c3D ; 27in vec4 c4D ; 28 29flat in int ic1D ; 30flat in ivec2 ic2D ; 31flat in ivec3 ic3D ; 32flat in ivec4 ic4D ; 33 34out vec4 FragData ; 35 36void main () 37{ 38vec4 v = texture (s2D ,c2D ); 39v .y += texture (sCubeArrayShadow ,c4D ,c1D ); 40v += textureProj (s3D ,c4D ); 41v += textureLod (s2DArray ,c3D ,1.2 ); 42v .y += textureOffset (s2DShadow ,c3D ,ivec2 (3 ),c1D ); 43v += texelFetch (s3D ,ic3D ,ic1D ); 44v += texelFetchOffset (s2D ,ic2D ,4 ,ivec2 (3 )); 45v += texelFetchOffset (sr ,ic2D ,ivec2 (4 )); 46v .y += textureLodOffset (s2DShadow ,c3D ,c1D ,ivec2 (3 )); 47v += textureProjLodOffset (s2D ,c3D ,c1D ,ivec2 (3 )); 48v += textureGrad (sCube ,c3D ,c3D ,c3D ); 49v .x += textureGradOffset (s2DArrayShadow ,c4D ,c2D ,c2D ,ivec2 (3 )); 50v += textureProjGrad (s3D ,c4D ,c3D ,c3D ); 51v += textureProjGradOffset (s2D ,c3D ,c2D ,c2D ,ivec2 (3 )); 52 53ivec4 iv = texture (is2D ,c2D ); 54v += vec4 (iv ); 55iv = textureProjOffset (is2D ,c4D ,ivec2 (3 )); 56v += vec4 (iv ); 57iv = textureProjLod (is2D ,c3D ,c1D ); 58v += vec4 (iv ); 59iv = textureProjGrad (is2D ,c3D ,c2D ,c2D ); 60v += vec4 (iv ); 61iv = texture (is3D ,c3D ,4.2 ); 62v += vec4 (iv ); 63iv = textureLod (isCube ,c3D ,c1D ); 64v += vec4 (iv ); 65iv = texelFetch (is2DArray ,ic3D ,ic1D ); 66v += vec4 (iv ); 67 68ivec2 iv2 = textureSize (sCubeShadow ,2 ); 69// iv2 += textureSize(is2Dms); 70 71FragData = v + vec4 (iv2 ,0.0 ,0.0 ); 72}