3 uniform sampler1D texSampler1D;
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4 uniform sampler2D texSampler2D;
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5 uniform sampler3D texSampler3D;
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6 uniform samplerCube texSamplerCube;
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7 uniform sampler1DShadow shadowSampler1D;
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8 uniform sampler2DShadow shadowSampler2D;
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10 uniform float blend;
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15 varying vec2 coords2D;
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19 float blendscale = 1.789;
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23 float coords1D = 1.789;
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24 vec3 coords3D = vec3(1.789, 2.718, 3.453);
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25 vec4 coords4D = vec4(1.789, 2.718, 3.453, 2.0);
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26 vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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28 color += texture1D (texSampler1D, coords1D);
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29 color += texture1D (texSampler1D, coords1D, bias);
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30 color += texture1DProj(texSampler1D, coords2D);
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31 color += texture1DProj(texSampler1D, coords4D);
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32 color += texture1DProj(texSampler1D, coords2D, bias);
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33 color += texture1DProj(texSampler1D, coords4D, bias);
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35 color += texture2D (texSampler2D, coords2D);
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36 color += texture2D (texSampler2D, coords2D, bias);
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37 color += texture2DProj (texSampler2D, coords3D);
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38 color += texture2DProj (texSampler2D, coords4D, bias);
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40 color += texture3D (texSampler3D, coords3D);
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41 color += texture3D (texSampler3D, coords3D, bias);
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42 color += texture3DProj (texSampler3D, coords4D);
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43 color += texture3DProj (texSampler3D, coords4D, bias);
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45 color += textureCube (texSamplerCube, coords3D);
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46 color += textureCube (texSamplerCube, coords3D, bias);
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48 color += shadow1D (shadowSampler1D, coords3D);
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49 color += shadow1D (shadowSampler1D, coords3D, bias);
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50 color += shadow2D (shadowSampler2D, coords3D);
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51 color += shadow2D (shadowSampler2D, coords3D, bias);
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52 color += shadow1DProj (shadowSampler1D, coords4D);
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53 color += shadow1DProj (shadowSampler1D, coords4D, bias);
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54 color += shadow2DProj (shadowSampler2D, coords4D);
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55 color += shadow2DProj (shadowSampler2D, coords4D, bias);
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57 ivec2 iCoords2D = ivec2(0, 5);
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60 color += texelFetch(texSampler2D, iCoords2D, iLod);
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62 vec2 gradX = dFdx(coords2D);
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63 vec2 gradY = dFdy(coords2D);
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64 const ivec2 offset = ivec2(3, -7);
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66 color += textureGrad(texSampler2D, coords2D, gradX, gradY);
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67 color += textureProjGrad(texSampler2D, vec3(coords2D, proj), gradX, gradY);
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68 color += textureGradOffset(texSampler2D, coords2D, gradX, gradY, offset);
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69 color += textureProjGradOffset(texSampler2D, coords3D, gradX, gradY, offset);
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70 color += textureGrad(shadowSampler2D, vec3(coords2D, lod), gradX, gradY);
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72 gl_FragColor = mix(color, u, blend * blendscale);
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