Implement GL_OES_texture_cube_map_array.
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@@ -231,3 +231,77 @@ void bufferT()
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highp ivec4 f2 = texelFetch(bufSamp2, s2);
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highp uvec4 f3 = texelFetch(bufSamp3, s3);
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}
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uniform writeonly imageCubeArray badCA1; // ERROR, reserved
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uniform writeonly iimageCubeArray badCA2; // ERROR, reserved
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uniform writeonly uimageCubeArray badCA3; // ERROR, reserved
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uniform samplerCubeArray badCA4; // ERROR, reserved
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uniform samplerCubeArrayShadow badCA5; // ERROR, reserved
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uniform isamplerCubeArray badCA6; // ERROR, reserved
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uniform usamplerCubeArray badCA7; // ERROR, reserved
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#extension GL_OES_texture_cube_map_array : enable
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uniform writeonly imageCubeArray noPreCA1; // ERROR, no default precision
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uniform writeonly iimageCubeArray noPreCA2; // ERROR, no default precision
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uniform writeonly uimageCubeArray noPreCA3; // ERROR, no default precision
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uniform samplerCubeArray noPreCA4; // ERROR, no default precision
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uniform samplerCubeArrayShadow noPreCA5; // ERROR, no default precision
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uniform isamplerCubeArray noPreCA6; // ERROR, no default precision
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uniform usamplerCubeArray noPreCA7; // ERROR, no default precision
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precision highp imageCubeArray ;
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precision highp iimageCubeArray ;
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precision highp uimageCubeArray ;
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precision highp samplerCubeArray ;
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precision highp samplerCubeArrayShadow;
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precision highp isamplerCubeArray ;
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precision highp usamplerCubeArray ;
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uniform writeonly imageCubeArray CA1;
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uniform writeonly iimageCubeArray CA2;
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uniform writeonly uimageCubeArray CA3;
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#ifdef GL_OES_texture_cube_map_array
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uniform samplerCubeArray CA4;
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uniform samplerCubeArrayShadow CA5;
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uniform isamplerCubeArray CA6;
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uniform usamplerCubeArray CA7;
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#endif
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void CAT()
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{
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highp ivec3 s4 = textureSize(CA4, 1);
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highp ivec3 s5 = textureSize(CA5, 1);
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highp ivec3 s6 = textureSize(CA6, 1);
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highp ivec3 s7 = textureSize(CA7, 1);
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highp vec4 t4 = texture(CA4, vec4(0.5));
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highp float t5 = texture(CA5, vec4(0.5), 3.0);
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highp ivec4 t6 = texture(CA6, vec4(0.5));
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highp uvec4 t7 = texture(CA7, vec4(0.5));
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highp vec4 L4 = textureLod(CA4, vec4(0.5), 0.24);
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highp ivec4 L6 = textureLod(CA6, vec4(0.5), 0.26);
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highp uvec4 L7 = textureLod(CA7, vec4(0.5), 0.27);
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highp vec4 g4 = textureGrad(CA4, vec4(0.5), vec3(0.1), vec3(0.2));
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highp ivec4 g6 = textureGrad(CA6, vec4(0.5), vec3(0.1), vec3(0.2));
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highp uvec4 g7 = textureGrad(CA7, vec4(0.5), vec3(0.1), vec3(0.2));
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highp vec4 gath4 = textureGather(CA4, vec4(0.5));
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highp vec4 gathC4 = textureGather(CA4, vec4(0.5), 2);
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highp ivec4 gath6 = textureGather(CA6, vec4(0.5));
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highp ivec4 gathC6 = textureGather(CA6, vec4(0.5), 1);
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highp uvec4 gath7 = textureGather(CA7, vec4(0.5));
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highp uvec4 gathC7 = textureGather(CA7, vec4(0.5), 0);
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highp vec4 gath5 = textureGather(CA5, vec4(0.5), 2.5);
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highp ivec3 s1 = imageSize(CA1);
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highp ivec3 s2 = imageSize(CA2);
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highp ivec3 s3 = imageSize(CA3);
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}
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