SPIR-V: Move from Version .99 Rev 31 to Version 1.0, Rev 2.
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@@ -25,34 +25,34 @@ void main()
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vec4 coords4D = vec4(1.789, 2.718, 3.453, 2.0);
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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color += texture1D (texSampler1D, coords1D);
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color += texture1D (texSampler1D, coords1D, bias);
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color += texture1DProj(texSampler1D, coords2D);
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color += texture1DProj(texSampler1D, coords4D);
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color += texture1DProj(texSampler1D, coords2D, bias);
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color += texture1DProj(texSampler1D, coords4D, bias);
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color += texture (texSampler1D, coords1D);
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color += texture (texSampler1D, coords1D, bias);
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color += textureProj(texSampler1D, coords2D);
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color += textureProj(texSampler1D, coords4D);
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color += textureProj(texSampler1D, coords2D, bias);
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color += textureProj(texSampler1D, coords4D, bias);
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color += texture2D (texSampler2D, coords2D);
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color += texture2D (texSampler2D, coords2D, bias);
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color += texture2DProj (texSampler2D, coords3D);
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color += texture2DProj (texSampler2D, coords4D, bias);
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color += texture (texSampler2D, coords2D);
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color += texture (texSampler2D, coords2D, bias);
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color += textureProj (texSampler2D, coords3D);
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color += textureProj (texSampler2D, coords4D, bias);
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color += texture3D (texSampler3D, coords3D);
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color += texture3D (texSampler3D, coords3D, bias);
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color += texture3DProj (texSampler3D, coords4D);
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color += texture3DProj (texSampler3D, coords4D, bias);
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color += texture (texSampler3D, coords3D);
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color += texture (texSampler3D, coords3D, bias);
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color += textureProj (texSampler3D, coords4D);
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color += textureProj (texSampler3D, coords4D, bias);
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color += textureCube (texSamplerCube, coords3D);
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color += textureCube (texSamplerCube, coords3D, bias);
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color += texture (texSamplerCube, coords3D);
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color += texture (texSamplerCube, coords3D, bias);
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color += shadow1D (shadowSampler1D, coords3D);
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color += shadow1D (shadowSampler1D, coords3D, bias);
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color += shadow2D (shadowSampler2D, coords3D);
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color += shadow2D (shadowSampler2D, coords3D, bias);
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color += shadow1DProj (shadowSampler1D, coords4D);
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color += shadow1DProj (shadowSampler1D, coords4D, bias);
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color += shadow2DProj (shadowSampler2D, coords4D);
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color += shadow2DProj (shadowSampler2D, coords4D, bias);
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color += texture (shadowSampler1D, coords3D);
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color += texture (shadowSampler1D, coords3D, bias);
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color += texture (shadowSampler2D, coords3D);
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color += texture (shadowSampler2D, coords3D, bias);
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color += textureProj (shadowSampler1D, coords4D);
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color += textureProj (shadowSampler1D, coords4D, bias);
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color += textureProj (shadowSampler2D, coords4D);
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color += textureProj (shadowSampler2D, coords4D, bias);
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ivec2 iCoords2D = ivec2(0, 5);
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int iLod = 1;
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