#version 430 uniform sampler2D s2D; uniform sampler2DRect sr; uniform sampler3D s3D; uniform samplerCube sCube; uniform samplerCubeShadow sCubeShadow; uniform samplerCubeArrayShadow sCubeArrayShadow; uniform sampler2DShadow s2DShadow; uniform sampler2DArray s2DArray; uniform sampler2DArrayShadow s2DArrayShadow; uniform isampler2D is2D; uniform isampler3D is3D; uniform isamplerCube isCube; uniform isampler2DArray is2DArray; uniform isampler2DMS is2Dms; uniform usampler2D us2D; uniform usampler3D us3D; uniform usamplerCube usCube; uniform usampler2DArray us2DArray; in float c1D; in vec2 c2D; in vec3 c3D; in vec4 c4D; flat in int ic1D; flat in ivec2 ic2D; flat in ivec3 ic3D; flat in ivec4 ic4D; out vec4 FragData; void main() { vec4 v = texture(s2D, c2D); v.y += texture(sCubeArrayShadow, c4D, c1D); v += textureProj(s3D, c4D); v += textureLod(s2DArray, c3D, 1.2); v.y += textureOffset(s2DShadow, c3D, ivec2(3), c1D); v += texelFetch(s3D, ic3D, ic1D); v += texelFetchOffset(s2D, ic2D, 4, ivec2(3)); v += texelFetchOffset(sr, ic2D, ivec2(4)); v.y += textureLodOffset(s2DShadow, c3D, c1D, ivec2(3)); v += textureProjLodOffset(s2D, c3D, c1D, ivec2(3)); v += textureGrad(sCube, c3D, c3D, c3D); v.x += textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ivec2(3)); v += textureProjGrad(s3D, c4D, c3D, c3D); v += textureProjGradOffset(s2D, c3D, c2D, c2D, ivec2(3)); ivec4 iv = texture(is2D, c2D); v += vec4(iv); iv = textureProjOffset(is2D, c4D, ivec2(3)); v += vec4(iv); iv = textureProjLod(is2D, c3D, c1D); v += vec4(iv); iv = textureProjGrad(is2D, c3D, c2D, c2D); v += vec4(iv); iv = texture(is3D, c3D, 4.2); v += vec4(iv); iv = textureLod(isCube, c3D, c1D); v += vec4(iv); iv = texelFetch(is2DArray, ic3D, ic1D); v += vec4(iv); ivec2 iv2 = textureSize(sCubeShadow, 2); // iv2 += textureSize(is2Dms); FragData = v + vec4(iv2, 0.0, 0.0); }