3 uniform sampler1D samp1D;
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4 uniform isampler2D isamp2D;
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5 uniform usampler2D usamp2D;
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6 uniform isampler3D isamp3D;
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7 uniform usampler3D usamp3D;
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8 uniform samplerCube sampCube;
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9 uniform isamplerCube isampCube;
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10 uniform isampler1DArray isamp1DA;
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11 uniform sampler2DArray samp2DA;
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12 uniform usampler2DArray usamp2DA;
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13 uniform isamplerCubeArray isampCubeA;
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14 uniform usamplerCubeArray usampCubeA;
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16 uniform sampler1DShadow samp1Ds;
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17 uniform sampler2DShadow samp2Ds;
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18 uniform samplerCubeShadow sampCubes;
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19 uniform sampler1DArrayShadow samp1DAs;
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20 uniform sampler2DArrayShadow samp2DAs;
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21 uniform samplerCubeArrayShadow sampCubeAs;
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23 uniform samplerBuffer sampBuf;
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24 uniform sampler2DRect sampRect;
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33 lod = textureQueryLod(samp1D, pf);
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34 lod += textureQueryLod(isamp2D, pf2);
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35 lod += textureQueryLod(usamp3D, pf3);
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36 lod += textureQueryLod(sampCube, pf3);
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37 lod += textureQueryLod(isamp1DA, pf);
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38 lod += textureQueryLod(usamp2DA, pf2);
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39 lod += textureQueryLod(isampCubeA, pf3);
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41 lod += textureQueryLod(samp1Ds, pf);
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42 lod += textureQueryLod(samp2Ds, pf2);
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43 lod += textureQueryLod(sampCubes, pf3);
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44 lod += textureQueryLod(samp1DAs, pf);
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45 lod += textureQueryLod(samp2DAs, pf2);
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46 lod += textureQueryLod(sampCubeAs, pf3);
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50 levels = textureQueryLevels(samp1D);
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51 levels += textureQueryLevels(usamp2D);
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52 levels += textureQueryLevels(isamp3D);
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53 levels += textureQueryLevels(isampCube);
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54 levels += textureQueryLevels(isamp1DA);
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55 levels += textureQueryLevels(samp2DA);
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56 levels += textureQueryLevels(usampCubeA);
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58 levels = textureQueryLevels(samp1Ds);
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59 levels += textureQueryLevels(samp2Ds);
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60 levels += textureQueryLevels(sampCubes);
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61 levels += textureQueryLevels(samp1DAs);
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62 levels += textureQueryLevels(samp2DAs);
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63 levels += textureQueryLevels(sampCubeAs);
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