DECL_TYPE(usampler2DMS, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_UINT)
DECL_TYPE(usampler2DMSArray, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_UINT)
+DECL_TYPE(samplerShadow, GL_SAMPLER_1D_SHADOW, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_VOID)
DECL_TYPE(sampler1DShadow, GL_SAMPLER_1D_SHADOW, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT)
DECL_TYPE(sampler2DShadow, GL_SAMPLER_2D_SHADOW, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT)
DECL_TYPE(samplerCubeShadow, GL_SAMPLER_CUBE_SHADOW, GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT)
return glsl_type::sampler_type;
}
+const struct glsl_type *
+glsl_bare_shadow_sampler_type()
+{
+ return glsl_type::samplerShadow_type;
+}
+
const struct glsl_type *
glsl_image_type(enum glsl_sampler_dim dim, bool is_array,
enum glsl_base_type base_type)
bool is_shadow, bool is_array,
enum glsl_base_type base_type);
const struct glsl_type *glsl_bare_sampler_type();
+const struct glsl_type *glsl_bare_shadow_sampler_type();
const struct glsl_type *glsl_image_type(enum glsl_sampler_dim dim,
bool is_array,
enum glsl_base_type base_type);