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#version 450
#extension GL_EXT_texture_shadow_lod : enable
layout(binding = 0) uniform sampler2DArrayShadow s2da;
layout(binding = 1) uniform samplerCubeArrayShadow sca;
layout(binding = 2) uniform samplerCubeShadow sc;
layout(location = 0) out float c;
layout(location = 0) in vec4 tc;
void main() {
c = texture(s2da, tc, 0.0);
c = texture(sca, tc, 0.0, 0.0);
c = textureOffset(s2da, tc, ivec2(0.0), 0.0);
c = textureLod(s2da, tc, 0.0);
c = textureLod(sc, tc, 0.0);
c = textureLod(sca, tc, 0.0, 0.0);
c = textureLodOffset(s2da, tc, 0.0, ivec2(0.0));
}
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