
float textureOffset(sampler2DArrayShadow sampler, vec4 P, ivec2 offset) was incorrectly requiring the GL_EXT_texture_shadow_lod extension. NOTE: Prior to GLSL 440, this prototype was defined as float textureOffset(sampler2DArrayShadow sampler, vec4 P, vec2 offset) i.e., the type of 'offset' was specified as 'vec2' rather than 'ivec2'. This is believed to be a typo. Fixes #3325.
21 lines
585 B
GLSL
21 lines
585 B
GLSL
#version 450
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#extension GL_EXT_texture_shadow_lod : enable
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layout(binding = 0) uniform sampler2DArrayShadow s2da;
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layout(binding = 1) uniform samplerCubeArrayShadow sca;
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layout(binding = 2) uniform samplerCubeShadow sc;
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layout(location = 0) out float c;
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layout(location = 0) in vec4 tc;
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void main() {
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c = texture(s2da, tc, 0.0);
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c = texture(sca, tc, 0.0, 0.0);
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c = textureOffset(s2da, tc, ivec2(0.0), 0.0);
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c = textureLod(s2da, tc, 0.0);
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c = textureLod(sc, tc, 0.0);
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c = textureLod(sca, tc, 0.0, 0.0);
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c = textureLodOffset(s2da, tc, 0.0, ivec2(0.0));
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}
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