33 lines
875 B
GLSL
33 lines
875 B
GLSL
#version 450
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#extension GL_EXT_texture_shadow_lod : enable
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uniform sampler2DArrayShadow s2da;
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uniform samplerCubeArrayShadow sca;
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uniform samplerCubeShadow sc;
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out float c;
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in vec4 tc;
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void pass() {
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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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#extension GL_EXT_texture_shadow_lod : disable
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void fail() {
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// All these builtins should fail to compile
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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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