wgpu/naga/tests/out/glsl/sample-cube-array-depth-lod.main.Fragment.glsl
Christian Schwarz 2382c8e74f
Fix glsl backend errors regarding samplerCubeArrayShadow (#5171)
* add GL_EXT_texture_shadow_lod feature detection

* allow more cases of cube depth texture sampling in glsl

* add test for sampling a cubemap array depth texture with lod

* add test for chosing GL_EXT_texture_shadow_lod over the grad workaround if instructed

* add changelog entry for GL_EXT_texture_shadow_lod

* fix criteria for requiring and using TEXTURE_SHADOW_LOD

* require gles 320 for textureSampling over cubeArrayShadow

* prevent false positives in TEXTURE_SHADOW_LOD in checks

* make workaround_lod_with_grad usecase selection less context dependant

* move 3d array texture error into the validator

* correct ImageSample logic errors
2024-02-08 18:27:58 +01:00

19 lines
427 B
GLSL

#version 320 es
#extension GL_EXT_texture_cube_map_array : require
#extension GL_EXT_texture_shadow_lod : require
precision highp float;
precision highp int;
uniform highp samplerCubeArrayShadow _group_0_binding_0_fs;
layout(location = 0) out float _fs2p_location0;
void main() {
vec3 pos = vec3(0.0);
float _e6 = textureLod(_group_0_binding_0_fs, vec4(pos, 0), 0.0, 0.0);
_fs2p_location0 = _e6;
return;
}