SPIR-V: Move from Version .99 Rev 31 to Version 1.0, Rev 2.
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@@ -17,23 +17,23 @@ 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 += texture1DLod(texSampler1D, coords1D, lod);
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color += texture1DProjLod(texSampler1D, coords2D, lod);
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color += texture1DProjLod(texSampler1D, coords4D, lod);
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color += textureLod(texSampler1D, coords1D, lod);
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color += textureProjLod(texSampler1D, coords2D, lod);
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color += textureProjLod(texSampler1D, coords4D, lod);
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color += texture2DLod (texSampler2D, coords2D, lod);
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color += texture2DProjLod (texSampler2D, coords3D, lod);
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color += texture2DProjLod (texSampler2D, coords4D, lod);
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color += textureLod (texSampler2D, coords2D, lod);
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color += textureProjLod (texSampler2D, coords3D, lod);
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color += textureProjLod (texSampler2D, coords4D, lod);
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color += texture3DLod (texSampler3D, coords3D, lod);
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color += texture3DProjLod (texSampler3D, coords4D, lod);
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color += textureLod (texSampler3D, coords3D, lod);
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color += textureProjLod (texSampler3D, coords4D, lod);
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color += textureCubeLod (texSamplerCube, coords3D, lod);
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color += textureLod (texSamplerCube, coords3D, lod);
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color += shadow1DLod (shadowSampler1D, coords3D, lod);
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color += shadow2DLod (shadowSampler2D, coords3D, lod);
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color += shadow1DProjLod(shadowSampler1D, coords4D, lod);
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color += shadow2DProjLod(shadowSampler2D, coords4D, lod);
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color += textureLod (shadowSampler1D, coords3D, lod);
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color += textureLod (shadowSampler2D, coords3D, lod);
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color += textureProjLod(shadowSampler1D, coords4D, lod);
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color += textureProjLod(shadowSampler2D, coords4D, lod);
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gl_Position = color;
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}
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