yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
ea69a298
main
1#version 310 es 2layout (binding = 1 )uniform sampler2D s2D ; 3layout (binding = 2 )uniform lowp sampler3D s3D ; 4layout (binding = 3 )uniform samplerCube sCube ; 5layout (binding = 4 )uniform lowp samplerCubeShadow sCubeShadow ; 6layout (binding = 5 )uniform lowp sampler2DShadow s2DShadow ; 7layout (binding = 6 )uniform lowp sampler2DArray s2DArray ; 8layout (binding = 7 )uniform lowp sampler2DArrayShadow s2DArrayShadow ; 9layout (binding = 8 )uniform lowp isampler2D is2D ; 10layout (binding = 9 )uniform lowp isampler3D is3D ; 11layout (binding = 10 )uniform lowp isamplerCube isCube ; 12layout (binding = 11 )uniform lowp isampler2DArray is2DArray ; 13layout (binding = 12 )uniform lowp usampler2D us2D ; 14layout (binding = 13 )uniform lowp usampler3D us3D ; 15layout (binding = 14 )uniform lowp usamplerCube usCube ; 16layout (binding = 15 )uniform lowp usampler2DArray us2DArray ; 17 18precision lowp float ; 19layout (location = 4 ) in float c1D; 20layout (location = 5 ) in vec2 c2D; 21layout (location = 6 ) in vec3 c3D; 22layout (location = 7 ) in smooth vec4 c4D; 23 24layout (location = 1 ) flat in int ic1D; 25layout (location = 2 ) flat in ivec3 ic3D; 26layout (location = 3 ) flat in ivec4 ic4D; 27 28const ivec2 ic2D = ivec2( 2 , 3 ); 29 30struct s { 31int i ; 32sampler2D s ; 33}; 34 35struct S2 { 36vec3 c ; 37float f ; 38}; 39 40layout (location = 8 ) in S2 s2; 41 42layout (location = 0 ) out vec3 sc; 43layout (location = 1 ) out float sf; 44 45layout (binding = 0 ) uniform sampler2D arrayedSampler[ 5 ]; 46 47void main() 48{ 49float f; 50vec4 v; 51v = texture(s2D, c2D); 52v = textureProj(s3D, c4D); 53v = textureLod(s2DArray, c3D, 1.2 ); 54v = texelFetch(s3D, ic3D, ic1D); 55f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); 56v = textureProjLodOffset(s2D, c3D, c1D, ic2D); 57v = textureGrad(sCube, c3D, c3D, c3D); 58f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); 59v = textureProjGrad(s3D, c4D, c3D, c3D); 60v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); 61 62ivec4 iv; 63iv = texture(is2D, c2D); 64iv = textureProjOffset(is2D, c4D, ic2D); 65iv = textureProjLod(is2D, c3D, c1D); 66iv = textureProjGrad(is2D, c3D, c2D, c2D); 67iv = texture(is3D, c3D, 4.2 ); 68iv = textureLod(isCube, c3D, c1D); 69iv = texelFetch(is2DArray, ic3D, ic1D); 70 71iv. xy = textureSize(sCubeShadow, 2 ); 72} 73 74void foo23() 75{ 76textureOffset(s2DShadow, c3D, ivec2( -8 , 7 ), c1D ); 77}