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9ccea8179d
... and reactivate the GLSL test for it. Fixes issue #6435.
31 lines
1.2 KiB
GLSL
31 lines
1.2 KiB
GLSL
#version 430 core
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#extension GL_ARB_shader_texture_image_samples : require
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uniform sampler2D _group_0_binding_1_vs;
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uniform sampler2DArray _group_0_binding_4_vs;
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uniform samplerCube _group_0_binding_5_vs;
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uniform samplerCubeArray _group_0_binding_6_vs;
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uniform sampler3D _group_0_binding_7_vs;
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uniform sampler2DMS _group_0_binding_8_vs;
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void main() {
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uint num_levels_2d = uint(textureQueryLevels(_group_0_binding_1_vs));
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uint num_layers_2d = uint(textureSize(_group_0_binding_4_vs, 0).z);
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uint num_levels_2d_array = uint(textureQueryLevels(_group_0_binding_4_vs));
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uint num_layers_2d_array = uint(textureSize(_group_0_binding_4_vs, 0).z);
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uint num_levels_cube = uint(textureQueryLevels(_group_0_binding_5_vs));
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uint num_levels_cube_array = uint(textureQueryLevels(_group_0_binding_6_vs));
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uint num_layers_cube = uint(textureSize(_group_0_binding_6_vs, 0).z);
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uint num_levels_3d = uint(textureQueryLevels(_group_0_binding_7_vs));
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uint num_samples_aa = uint(textureSamples(_group_0_binding_8_vs));
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uint sum = (((((((num_layers_2d + num_layers_cube) + num_samples_aa) + num_levels_2d) + num_levels_2d_array) + num_levels_3d) + num_levels_cube) + num_levels_cube_array);
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gl_Position = vec4(float(sum));
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return;
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}
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