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-rw-r--r--tests/manual/rhi/tex1d/texture1d.frag51
1 files changed, 51 insertions, 0 deletions
diff --git a/tests/manual/rhi/tex1d/texture1d.frag b/tests/manual/rhi/tex1d/texture1d.frag
new file mode 100644
index 0000000000..e5e0f3a6ca
--- /dev/null
+++ b/tests/manual/rhi/tex1d/texture1d.frag
@@ -0,0 +1,51 @@
+#version 440
+
+layout(location = 0) in vec2 v_texcoord;
+
+layout(location = 0) out vec4 fragColor;
+
+layout(std140, binding = 0) uniform buf {
+ int idx;
+} ubuf;
+
+layout(binding = 1) uniform sampler1D tex;
+layout(binding = 2) uniform sampler1DArray texArray;
+layout(binding = 3) uniform sampler1D texA;
+layout(binding = 4) uniform sampler1DArray texArrayA;
+layout(binding = 5) uniform sampler1D texB;
+layout(binding = 6) uniform sampler1D texC;
+layout(binding = 7) uniform sampler1DArray texArrayB;
+
+void main()
+{
+ vec4 c = vec4(v_texcoord, 0, 1);
+
+ vec2 coord = vec2(v_texcoord.x, floor(v_texcoord.y*2));
+
+ switch((ubuf.idx/(60*2))%7) {
+ case 0:
+ c = textureLod(tex, v_texcoord.x, float((ubuf.idx/30)%4));
+ break;
+ case 1:
+ c = textureLod(texArray, coord, float((ubuf.idx/30)%4));
+ break;
+ case 2:
+ c = textureLod(texA, v_texcoord.x, float((ubuf.idx/30)%4));
+ break;
+ case 3:
+ c = textureLod(texArrayA, coord, float((ubuf.idx/30)%4));
+ break;
+ case 4:
+ c = texture(texB, v_texcoord.x);
+ break;
+ case 5:
+ c = texture(texC, v_texcoord.x);
+ break;
+ case 6:
+ c = texture(texArrayB, coord);
+ break;
+ }
+
+ fragColor = vec4(c.rgb*c.a, c.a);
+
+}