2 precision mediump float;
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3 precision mediump int;
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4 layout(binding = 0) uniform mediump sampler2D texM;
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5 layout(binding = 1) uniform highp sampler2D texH;
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6 layout(binding = 0, rgba32f) uniform readonly mediump image2D imageM;
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7 layout(binding = 1, rgba32f) uniform readonly highp image2D imageH;
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9 layout(location = 0) in highp vec4 vertex;
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10 layout(location = 1) flat in highp ivec2 coord;
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11 layout(location = 0) out vec4 fragColor;
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16 v = texture(texM, vertex.xy);
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17 v = texture(texH, vertex.xy);
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18 v = textureLod(texM, vertex.xy, vertex.z);
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19 v = textureLod(texH, vertex.xy, vertex.z);
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20 v = textureProj(texM, vertex.xyz);
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21 v = textureProj(texH, vertex.xyz);
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22 v = imageLoad(imageM, coord);
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23 v = imageLoad(imageH, coord);
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