s = textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1));
s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);
}
+
+#extension GL_ARB_texture_cube_map_array : enable
+
+uniform samplerCubeArray Sca;
+uniform isamplerCubeArray Isca;
+uniform usamplerCubeArray Usca;
+uniform samplerCubeArrayShadow Scas;
+
+void bar235()
+{
+ ivec3 a = textureSize(Sca, 3);
+ vec4 b = texture(Sca, i);
+ ivec4 c = texture(Isca, i, 0.7);
+ uvec4 d = texture(Usca, i);
+
+ b = textureLod(Sca, i, 1.7);
+ a = textureSize(Scas, a.x);
+ float f = texture(Scas, i, b.y);
+ c = textureGrad(Isca, i, vec3(0.1), vec3(0.2));
+}
0:97 1 (const int)\r
0:97 Constant:\r
0:97 2 (const int)\r
+0:107 Function Definition: bar235( (void)\r
+0:107 Function Parameters: \r
+0:109 Sequence\r
+0:109 Sequence\r
+0:109 move second child to first child (3-component vector of int)\r
+0:109 'a' (3-component vector of int)\r
+0:109 Function Call: textureSize(sAC1;i1; (3-component vector of int)\r
+0:109 'Sca' (uniform samplerCubeArray)\r
+0:109 Constant:\r
+0:109 3 (const int)\r
+0:110 Sequence\r
+0:110 move second child to first child (4-component vector of float)\r
+0:110 'b' (4-component vector of float)\r
+0:110 Function Call: texture(sAC1;vf4; (4-component vector of float)\r
+0:110 'Sca' (uniform samplerCubeArray)\r
+0:110 'i' (smooth in 4-component vector of float)\r
+0:111 Sequence\r
+0:111 move second child to first child (4-component vector of int)\r
+0:111 'c' (4-component vector of int)\r
+0:111 Function Call: texture(isA31;vf4;f1; (4-component vector of int)\r
+0:111 'Isca' (uniform isampler3DArray)\r
+0:111 'i' (smooth in 4-component vector of float)\r
+0:111 Constant:\r
+0:111 0.700000\r
+0:112 Sequence\r
+0:112 move second child to first child (4-component vector of uint)\r
+0:112 'd' (4-component vector of uint)\r
+0:112 Function Call: texture(usAC1;vf4; (4-component vector of uint)\r
+0:112 'Usca' (uniform usamplerCubeArray)\r
+0:112 'i' (smooth in 4-component vector of float)\r
+0:114 move second child to first child (4-component vector of float)\r
+0:114 'b' (4-component vector of float)\r
+0:114 Function Call: textureLod(sAC1;vf4;f1; (4-component vector of float)\r
+0:114 'Sca' (uniform samplerCubeArray)\r
+0:114 'i' (smooth in 4-component vector of float)\r
+0:114 Constant:\r
+0:114 1.700000\r
+0:115 move second child to first child (3-component vector of int)\r
+0:115 'a' (3-component vector of int)\r
+0:115 Function Call: textureSize(sASC1;i1; (3-component vector of int)\r
+0:115 'Scas' (uniform samplerCubeArrayShadow)\r
+0:115 direct index (int)\r
+0:115 'a' (3-component vector of int)\r
+0:115 Constant:\r
+0:115 0 (const int)\r
+0:116 Sequence\r
+0:116 move second child to first child (float)\r
+0:116 'f' (float)\r
+0:116 Function Call: texture(sASC1;vf4;f1; (float)\r
+0:116 'Scas' (uniform samplerCubeArrayShadow)\r
+0:116 'i' (smooth in 4-component vector of float)\r
+0:116 direct index (float)\r
+0:116 'b' (4-component vector of float)\r
+0:116 Constant:\r
+0:116 1 (const int)\r
+0:117 move second child to first child (4-component vector of int)\r
+0:117 'c' (4-component vector of int)\r
+0:117 Function Call: textureGrad(isA31;vf4;vf3;vf3; (4-component vector of int)\r
+0:117 'Isca' (uniform isampler3DArray)\r
+0:117 'i' (smooth in 4-component vector of float)\r
+0:117 Constant:\r
+0:117 0.100000\r
+0:117 0.100000\r
+0:117 0.100000\r
+0:117 Constant:\r
+0:117 0.200000\r
+0:117 0.200000\r
+0:117 0.200000\r
0:? Linker Objects\r
0:? 'a' (3-component vector of float)\r
0:? 'b' (float)\r
0:? 'samp2DS' (uniform sampler2DShadow)\r
0:? 'samp2DR' (uniform sampler2DRect)\r
0:? 'samp2DA' (uniform sampler2DArray)\r
+0:? 'Sca' (uniform samplerCubeArray)\r
+0:? 'Isca' (uniform isampler3DArray)\r
+0:? 'Usca' (uniform usamplerCubeArray)\r
+0:? 'Scas' (uniform samplerCubeArrayShadow)\r
\r
\r
Linked fragment stage:\r
extensionBehavior[GL_ARB_separate_shader_objects] = EBhDisable;
extensionBehavior[GL_ARB_tessellation_shader] = EBhDisable;
extensionBehavior[GL_ARB_enhanced_layouts] = EBhDisable;
+ extensionBehavior[GL_ARB_texture_cube_map_array] = EBhDisable;
}
// Get code that is not part of a shared symbol table, is specific to this shader,
"#define GL_ARB_gpu_shader5 1\n"
"#define GL_ARB_separate_shader_objects 1\n"
"#define GL_ARB_tessellation_shader 1\n"
- "#define GL_ARB_enhanced_layouts 1\n";
+ "#define GL_ARB_enhanced_layouts 1\n"
+ "#define GL_ARB_texture_cube_map_array 1\n";
}
}