2 #extension GL_ARB_texture_gather : enable
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12 flat in float fflat;
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13 smooth in float fsmooth;
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14 noperspective in float fnop;
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16 uniform samplerCube sampC;
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18 #extension GL_ARB_texture_rectangle : enable
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20 uniform sampler2D samp2D;
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21 uniform sampler2DShadow samp2DS;
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22 uniform sampler2DRect samp2DR;
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23 uniform sampler2DArray samp2DA;
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27 o += textureGatherOffset(samp2D, vec2(0.3), ivec2(1));
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28 o += textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
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31 #extension GL_ARB_gpu_shader5 : enable
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35 o += textureGatherOffset(samp2DR, vec2(0.3), ivec2(1));
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36 o += textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1));
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37 o += textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);
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40 #extension GL_ARB_texture_cube_map_array : enable
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42 uniform samplerCubeArray Sca;
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43 uniform isamplerCubeArray Isca;
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44 uniform usamplerCubeArray Usca;
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45 uniform samplerCubeArrayShadow Scas;
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49 io = textureSize(Sca, 3);
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50 o += texture(Sca, i);
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51 io += texture(Isca, i, 0.7).xyz;
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52 uo = texture(Usca, i);
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54 o += textureLod(Sca, i, 1.7);
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55 a = textureSize(Scas, 3);
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56 float f = texture(Scas, i, i.y);
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57 ivec4 c = textureGrad(Isca, i, vec3(0.1), vec3(0.2));
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58 o += vec4(a, f + c);
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61 #extension GL_ARB_shading_language_420pack : enable
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63 const int ai[3] = { 10, 23, 32 };
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64 uniform layout(binding=0) sampler2D bounds;
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69 float a1 = m43[3].y;
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70 //int a2 = m43.length(); // ERROR until shading_language_420pack is fully implemented
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71 const float b = 2 * a1;
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72 //a.x = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset; // ERROR until shading_language_420pack is fully implemented
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76 #extension GL_ARB_texture_rectangle : enable
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77 #extension GL_ARB_shader_texture_lod : require
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79 uniform sampler2D s2D;
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80 uniform sampler2DRect s2DR;
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81 uniform sampler2DRectShadow s2DRS;
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82 uniform sampler1D s1D;
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83 uniform sampler2DShadow s2DS;
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87 o = textureGather(sampC, vec3(0.2));
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88 o.y = gl_ClipDistance[3];
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