in ivec3 ic3D;
in ivec4 ic4D;
-out vec4 FragData;
-
void main()
{
- vec4 v = texture(s2D, c2D);
- v += textureProj(s3D, c4D);
- v += textureLod(s2DArray, c3D, 1.2);
- v.y += textureOffset(s2DShadow, c3D, ic2D, c1D);
- v += texelFetch(s3D, ic3D, ic1D);
- v += texelFetchOffset(s2D, ic2D, 4, ic2D);
- v.y += textureLodOffset(s2DShadow, c3D, c1D, ic2D);
- v += textureProjLodOffset(s2D, c3D, c1D, ic2D);
- v += textureGrad(sCube, c3D, c3D, c3D);
- v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
- v += textureProjGrad(s3D, c4D, c3D, c3D);
- v += textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
-
- ivec4 iv = texture(is2D, c2D);
- iv += textureProjOffset(is2D, c4D, ic2D);
- iv += textureProjLod(is2D, c3D, c1D);
- iv += textureProjGrad(is2D, c3D, c2D, c2D);
- iv += texture(is3D, c3D, 4.2);
- iv += textureLod(isCube, c3D, c1D);
- iv += texelFetch(is2DArray, ic3D, ic1D);
-
- iv.xy += textureSize(sCubeShadow, 2);
-
- FragData = v + vec4(iv);
+ float f;
+ vec4 v;
+ v = texture(s2D, c2D);
+ v = textureProj(s3D, c4D);
+ v = textureLod(s2DArray, c3D, 1.2);
+ f = textureOffset(s2DShadow, c3D, ic2D, c1D);
+ v = texelFetch(s3D, ic3D, ic1D);
+ v = texelFetchOffset(s2D, ic2D, 4, ic2D);
+ f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
+ v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
+ v = textureGrad(sCube, c3D, c3D, c3D);
+ f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
+ v = textureProjGrad(s3D, c4D, c3D, c3D);
+ v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
+
+ ivec4 iv;
+ iv = texture(is2D, c2D);
+ iv = textureProjOffset(is2D, c4D, ic2D);
+ iv = textureProjLod(is2D, c3D, c1D);
+ iv = textureProjGrad(is2D, c3D, c2D, c2D);
+ iv = texture(is3D, c3D, 4.2);
+ iv = textureLod(isCube, c3D, c1D);
+ iv = texelFetch(is2DArray, ic3D, ic1D);
+
+ iv.xy = textureSize(sCubeShadow, 2);
}