#version 130 uniform sampler1D texSampler1D; uniform sampler2D texSampler2D; uniform sampler3D texSampler3D; uniform samplerCube texSamplerCube; uniform sampler1DShadow shadowSampler1D; uniform sampler2DShadow shadowSampler2D; in vec2 coords2D; void main() { float lod = 3.0; float coords1D = 1.789; vec3 coords3D = vec3(1.789, 2.718, 3.453); vec4 coords4D = vec4(1.789, 2.718, 3.453, 2.0); vec4 color = vec4(0.0, 0.0, 0.0, 0.0); color += texture1DLod(texSampler1D, coords1D, lod); color += texture1DProjLod(texSampler1D, coords2D, lod); color += texture1DProjLod(texSampler1D, coords4D, lod); color += texture2DLod (texSampler2D, coords2D, lod); color += texture2DProjLod (texSampler2D, coords3D, lod); color += texture2DProjLod (texSampler2D, coords4D, lod); color += texture3DLod (texSampler3D, coords3D, lod); color += texture3DProjLod (texSampler3D, coords4D, lod); color += textureCubeLod (texSamplerCube, coords3D, lod); color += shadow1DLod (shadowSampler1D, coords3D, lod); color += shadow2DLod (shadowSampler2D, coords3D, lod); color += shadow1DProjLod(shadowSampler1D, coords4D, lod); color += shadow2DProjLod(shadowSampler2D, coords4D, lod); gl_Position = color; }