73 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 140
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| 
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| uniform sampler1D       texSampler1D;
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| uniform sampler2D       texSampler2D;
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| uniform sampler3D       texSampler3D;
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| uniform samplerCube	    texSamplerCube;
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| uniform sampler1DShadow shadowSampler1D;
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| uniform sampler2DShadow shadowSampler2D;
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| 
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| varying float blend;
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| varying vec2 scale;
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| varying vec4 u;
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| 
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| in  vec2 t;
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| in  vec2 coords2D;
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| 
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| void main()
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| {  
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|     float blendscale = 1.789;
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|     float bias       = 2.0;
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|     float lod		 = 3.0;
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|     float proj       = 2.0;
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|     float coords1D   = 1.789;
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|     vec3  coords3D   = vec3(1.789, 2.718, 3.453);
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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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| 
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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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|     
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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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| 
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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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| 
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|     color += texture    (texSamplerCube, coords3D);
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|     color += texture    (texSamplerCube, coords3D, bias);
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|     
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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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| 
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|     ivec2 iCoords2D = ivec2(0, 5);
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|     int iLod = 1;
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| 
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|     color += texelFetch(texSampler2D, iCoords2D, iLod);
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| 
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|     vec2 gradX = dFdx(coords2D);
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|     vec2 gradY = dFdy(coords2D);
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|     const ivec2 offset = ivec2(3, -7);
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| 
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|     color += textureGrad(texSampler2D, coords2D, gradX, gradY);
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|     color += textureProjGrad(texSampler2D, vec3(coords2D, proj), gradX, gradY);
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|     color += textureGradOffset(texSampler2D, coords2D, gradX, gradY, offset);
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|     color += textureProjGradOffset(texSampler2D, coords3D, gradX, gradY, offset);
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|     color += textureGrad(shadowSampler2D, vec3(coords2D, lod), gradX, gradY);
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|     
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|     gl_FragColor = mix(color, u, blend * blendscale);
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| } | 
