#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; } }