73 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 430
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| 
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| uniform sampler2D s2D;
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| uniform sampler2DRect sr;
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| uniform sampler3D s3D;
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| uniform samplerCube sCube;
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| uniform samplerCubeShadow sCubeShadow;
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| uniform samplerCubeArrayShadow sCubeArrayShadow;
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| uniform sampler2DShadow s2DShadow;
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| uniform sampler2DArray s2DArray;
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| uniform sampler2DArrayShadow s2DArrayShadow;
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| 
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| uniform isampler2D is2D;
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| uniform isampler3D is3D;
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| uniform isamplerCube isCube;
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| uniform isampler2DArray is2DArray;
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| uniform isampler2DMS is2Dms;
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| 
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| uniform usampler2D us2D;
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| uniform usampler3D us3D;
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| uniform usamplerCube usCube;
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| uniform usampler2DArray us2DArray;
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| 
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| in float c1D;
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| in vec2  c2D;
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| in vec3  c3D;
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| in vec4  c4D;
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| 
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| flat in int   ic1D;
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| flat in ivec2 ic2D;
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| flat in ivec3 ic3D;
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| flat in ivec4 ic4D;
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| 
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| out vec4 FragData;
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| 
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| void main()
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| {
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|     vec4 v = texture(s2D, c2D);
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|     v.y += texture(sCubeArrayShadow, c4D, c1D);
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|     v += textureProj(s3D, c4D);
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|     v += textureLod(s2DArray, c3D, 1.2);
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|     v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
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|     v += texelFetch(s3D, ic3D, ic1D);
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|     v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
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|     v += texelFetchOffset(sr, ic2D, ivec2(4));
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|     v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
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|     v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
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|     v += textureGrad(sCube, c3D, c3D, c3D);
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|     v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
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|     v += textureProjGrad(s3D, c4D, c3D, c3D);
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|     v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
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| 
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|     ivec4 iv = texture(is2D, c2D);
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|     v += vec4(iv);
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|     iv = textureProjOffset(is2D, c4D, ivec2(3));
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|     v += vec4(iv);
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|     iv = textureProjLod(is2D, c3D, c1D);
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|     v += vec4(iv);
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|     iv = textureProjGrad(is2D, c3D, c2D, c2D);
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|     v += vec4(iv);
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|     iv = texture(is3D, c3D, 4.2);
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|     v += vec4(iv);
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|     iv = textureLod(isCube, c3D, c1D);
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|     v += vec4(iv);
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|     iv = texelFetch(is2DArray, ic3D, ic1D);
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|     v += vec4(iv);
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| 
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|     ivec2 iv2 = textureSize(sCubeShadow, 2);
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|     // iv2 += textureSize(is2Dms);
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| 
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|     FragData = v + vec4(iv2, 0.0, 0.0);
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| }
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