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 { 31 int i; 32 sampler2D s; 33}; 34 35struct S2 { 36 vec3 c; 37 float 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{ 49 float f; 50 vec4 v; 51 v = texture(s2D, c2D); 52 v = textureProj(s3D, c4D); 53 v = textureLod(s2DArray, c3D, 1.2); 54 v = texelFetch(s3D, ic3D, ic1D); 55 f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); 56 v = textureProjLodOffset(s2D, c3D, c1D, ic2D); 57 v = textureGrad(sCube, c3D, c3D, c3D); 58 f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); 59 v = textureProjGrad(s3D, c4D, c3D, c3D); 60 v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); 61 62 ivec4 iv; 63 iv = texture(is2D, c2D); 64 iv = textureProjOffset(is2D, c4D, ic2D); 65 iv = textureProjLod(is2D, c3D, c1D); 66 iv = textureProjGrad(is2D, c3D, c2D, c2D); 67 iv = texture(is3D, c3D, 4.2); 68 iv = textureLod(isCube, c3D, c1D); 69 iv = texelFetch(is2DArray, ic3D, ic1D); 70 71 iv.xy = textureSize(sCubeShadow, 2); 72} 73 74void foo23() 75{ 76 textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D); 77} 78