qt6windows7/tests/manual/rhi/tex1d/texture1d.frag

52 lines
1.2 KiB
GLSL
Raw Normal View History

2023-10-30 06:33:08 +08:00
#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);
}