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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/spv.newTexture.frag')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/spv.newTexture.frag72
1 files changed, 72 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/spv.newTexture.frag b/3rdparty/bgfx/3rdparty/glslang/Test/spv.newTexture.frag
new file mode 100644
index 00000000000..6f5f67c0b02
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/spv.newTexture.frag
@@ -0,0 +1,72 @@
+#version 430
+
+uniform sampler2D s2D;
+uniform sampler2DRect sr;
+uniform sampler3D s3D;
+uniform samplerCube sCube;
+uniform samplerCubeShadow sCubeShadow;
+uniform samplerCubeArrayShadow sCubeArrayShadow;
+uniform sampler2DShadow s2DShadow;
+uniform sampler2DArray s2DArray;
+uniform sampler2DArrayShadow s2DArrayShadow;
+
+uniform isampler2D is2D;
+uniform isampler3D is3D;
+uniform isamplerCube isCube;
+uniform isampler2DArray is2DArray;
+uniform isampler2DMS is2Dms;
+
+uniform usampler2D us2D;
+uniform usampler3D us3D;
+uniform usamplerCube usCube;
+uniform usampler2DArray us2DArray;
+
+in float c1D;
+in vec2 c2D;
+in vec3 c3D;
+in vec4 c4D;
+
+flat in int ic1D;
+flat in ivec2 ic2D;
+flat in ivec3 ic3D;
+flat in ivec4 ic4D;
+
+out vec4 FragData;
+
+void main()
+{
+ vec4 v = texture(s2D, c2D);
+ v.y += texture(sCubeArrayShadow, c4D, c1D);
+ v += textureProj(s3D, c4D);
+ v += textureLod(s2DArray, c3D, 1.2);
+ v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
+ v += texelFetch(s3D, ic3D, ic1D);
+ v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
+ v += texelFetchOffset(sr, ic2D, ivec2(4));
+ v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
+ v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
+ v += textureGrad(sCube, c3D, c3D, c3D);
+ v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
+ v += textureProjGrad(s3D, c4D, c3D, c3D);
+ v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
+
+ ivec4 iv = texture(is2D, c2D);
+ v += vec4(iv);
+ iv = textureProjOffset(is2D, c4D, ivec2(3));
+ v += vec4(iv);
+ iv = textureProjLod(is2D, c3D, c1D);
+ v += vec4(iv);
+ iv = textureProjGrad(is2D, c3D, c2D, c2D);
+ v += vec4(iv);
+ iv = texture(is3D, c3D, 4.2);
+ v += vec4(iv);
+ iv = textureLod(isCube, c3D, c1D);
+ v += vec4(iv);
+ iv = texelFetch(is2DArray, ic3D, ic1D);
+ v += vec4(iv);
+
+ ivec2 iv2 = textureSize(sCubeShadow, 2);
+ // iv2 += textureSize(is2Dms);
+
+ FragData = v + vec4(iv2, 0.0, 0.0);
+}