40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
#version 140
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uniform sampler1D       texSampler1D;
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uniform sampler2D       texSampler2D;
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uniform sampler3D       texSampler3D;
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uniform samplerCube	    texSamplerCube;
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uniform sampler1DShadow shadowSampler1D;
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uniform sampler2DShadow shadowSampler2D;
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in vec2 coords2D;
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void main()
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{  
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    float lod		 = 3.0;
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    float coords1D   = 1.789;
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    vec3  coords3D   = vec3(1.789, 2.718, 3.453);
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    vec4  coords4D   = vec4(1.789, 2.718, 3.453, 2.0);
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    vec4  color      = vec4(0.0, 0.0, 0.0, 0.0);
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    color += textureLod(texSampler1D, coords1D, lod);
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    color += textureProjLod(texSampler1D, coords2D, lod);
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    color += textureProjLod(texSampler1D, coords4D, lod);
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    color += textureLod     (texSampler2D, coords2D, lod);
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    color += textureProjLod (texSampler2D, coords3D, lod);
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    color += textureProjLod (texSampler2D, coords4D, lod);
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    color += textureLod     (texSampler3D, coords3D, lod);
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    color += textureProjLod (texSampler3D, coords4D, lod);
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    color += textureLod (texSamplerCube, coords3D, lod);
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    color += textureLod    (shadowSampler1D, coords3D, lod);
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    color += textureLod    (shadowSampler2D, coords3D, lod);
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    color += textureProjLod(shadowSampler1D, coords4D, lod);
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    color += textureProjLod(shadowSampler2D, coords4D, lod);
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    gl_Position = color;
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}
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