| #version 150 |
| |
| #ifdef GL_ARB_texture_query_lod |
| #extension GL_ARB_texture_query_lod : enable |
| #endif |
| #ifdef GL_ARB_gpu_shader5 |
| #extension GL_ARB_gpu_shader5 : enable |
| #endif |
| |
| #ifdef GL_ES |
| precision highp float; |
| #endif |
| |
| in vec2 vUV; // vert->frag |
| out vec4 color; // frag->fb |
| #define UV vUV |
| |
| #define bias 1.5 |
| #define TEX 128.0 |
| #define offset ivec2(1,1) |
| uniform highp sampler2DShadow sampler; |
| uniform int funct; |
| |
| void main (void) |
| { |
| switch (funct) |
| { |
| case 0: |
| ivec2 iv2 = textureSize(sampler, 0); |
| #ifdef GL_ARB_texture_query_lod |
| vec2 fv2 = textureQueryLOD(sampler, vec2(0.0, 0.0)); |
| #endif |
| color = vec4(iv2,fv2); |
| break; |
| default: |
| color = vec4(1.0, 1.0, 1.0, 1.0); |
| break; |
| } |
| } |