3 uniform samplerBuffer sb;
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4 uniform sampler2DRect sr;
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5 uniform sampler2D s2D;
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6 uniform sampler3D s3D;
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7 uniform samplerCube sCube;
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8 uniform samplerCubeShadow sCubeShadow;
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9 uniform sampler2DShadow s2DShadow;
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10 uniform sampler2DArray s2DArray;
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11 uniform sampler2DArrayShadow s2DArrayShadow;
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13 uniform isampler2D is2D;
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14 uniform isampler3D is3D;
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15 uniform isamplerCube isCube;
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16 uniform isampler2DArray is2DArray;
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17 uniform isampler2DMS is2Dms;
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19 uniform usampler2D us2D;
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20 uniform usampler3D us3D;
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21 uniform usamplerCube usCube;
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22 uniform usampler2DArray us2DArray;
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38 vec4 v = texture(s2D, c2D);
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39 v += textureProj(s3D, c4D);
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40 v += textureLod(s2DArray, c3D, 1.2);
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41 v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D);
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42 v += texelFetch(s3D, ic3D, ic1D);
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43 v += texelFetchOffset(s2D, ic2D, 4, ivec2(3));
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44 v += texelFetchOffset(sr, ic2D, ivec2(4));
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45 v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3));
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46 v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3));
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47 v += textureGrad(sCube, c3D, c3D, c3D);
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48 v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3));
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49 v += textureProjGrad(s3D, c4D, c3D, c3D);
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50 v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3));
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52 ivec4 iv = texture(is2D, c2D);
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54 iv = textureProjOffset(is2D, c4D, ivec2(3));
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56 iv = textureProjLod(is2D, c3D, c1D);
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58 iv = textureProjGrad(is2D, c3D, c2D, c2D);
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60 iv = texture(is3D, c3D, 4.2);
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62 iv = textureLod(isCube, c3D, c1D);
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64 iv = texelFetch(is2DArray, ic3D, ic1D);
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66 iv += texelFetch(is2Dms, ic2D, ic1D);
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68 v += texelFetch(sb, ic1D);
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69 v += texelFetch(sr, ic2D);
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71 ivec2 iv2 = textureSize(sCubeShadow, 2);
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72 // iv2 += textureSize(is2Dms);
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74 FragData = v + vec4(iv2, 0.0, 0.0);
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