36 строки
1.3 KiB
GLSL
36 строки
1.3 KiB
GLSL
#version 450
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layout(binding = 0) uniform usampler1D uSampler1DUint;
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layout(binding = 0) uniform isampler1D uSampler1DInt;
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layout(binding = 0) uniform sampler1D uSampler1DFloat;
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layout(binding = 1) uniform sampler2D uSampler2D;
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layout(binding = 2) uniform isampler2DArray uSampler2DArray;
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layout(binding = 3) uniform sampler3D uSampler3D;
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layout(binding = 4) uniform samplerCube uSamplerCube;
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layout(binding = 5) uniform usamplerCubeArray uSamplerCubeArray;
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layout(binding = 6) uniform samplerBuffer uSamplerBuffer;
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layout(binding = 7) uniform isampler2DMS uSamplerMS;
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layout(binding = 8) uniform sampler2DMSArray uSamplerMSArray;
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void main()
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{
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int a = textureSize(uSampler1DUint, 0);
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a = textureSize(uSampler1DInt, 0);
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a = textureSize(uSampler1DFloat, 0);
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ivec3 c = textureSize(uSampler2DArray, 0);
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ivec3 d = textureSize(uSampler3D, 0);
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ivec2 e = textureSize(uSamplerCube, 0);
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ivec3 f = textureSize(uSamplerCubeArray, 0);
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int g = textureSize(uSamplerBuffer);
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ivec2 h = textureSize(uSamplerMS);
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ivec3 i = textureSize(uSamplerMSArray);
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int l1 = textureQueryLevels(uSampler2D);
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int l2 = textureQueryLevels(uSampler2DArray);
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int l3 = textureQueryLevels(uSampler3D);
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int l4 = textureQueryLevels(uSamplerCube);
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int s0 = textureSamples(uSamplerMS);
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int s1 = textureSamples(uSamplerMSArray);
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}
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