40 lines
		
	
	
		
			725 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			725 B
		
	
	
	
		
			GLSL
		
	
	
	
| #version 150
 | |
| 
 | |
| #ifdef GL_ARB_texture_query_lod
 | |
| #extension GL_ARB_texture_query_lod : enable
 | |
| #endif
 | |
| #ifdef GL_ARB_gpu_shader5
 | |
| #extension GL_ARB_gpu_shader5 : enable
 | |
| #endif
 | |
| 
 | |
| #ifdef GL_ES
 | |
| precision highp float;
 | |
| #endif
 | |
| 
 | |
| in vec2 vUV; // vert->frag
 | |
| out vec4 color; // frag->fb
 | |
| #define UV vUV
 | |
| 
 | |
| #define bias 1.5
 | |
| #define TEX 128.0
 | |
| #define offset ivec2(1,1)
 | |
| uniform highp sampler2DShadow sampler;
 | |
| uniform int funct;
 | |
| 
 | |
| void main (void)
 | |
| {
 | |
|     switch (funct)
 | |
|     {
 | |
|     case 0:
 | |
|         ivec2 iv2 = textureSize(sampler, 0);
 | |
| #ifdef GL_ARB_texture_query_lod
 | |
|         vec2 fv2 = textureQueryLOD(sampler, vec2(0.0, 0.0));
 | |
| #endif
 | |
| 		color = vec4(iv2,fv2);
 | |
|         break;
 | |
|     default:
 | |
|         color = vec4(1.0, 1.0, 1.0, 1.0);
 | |
|         break;
 | |
|     }
 | |
| }
 |