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Add test case for combined depth image sampler in GLSL.
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#version 310 es
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precision mediump float;
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precision highp int;
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uniform mediump sampler2DShadow SPIRV_Cross_CombineduDepthuSampler;
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uniform mediump sampler2D SPIRV_Cross_CombineduDepthuSampler1;
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layout(location = 0) out float FragColor;
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float samp2(mediump sampler2DShadow SPIRV_Cross_Combinedts)
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{
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return texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, vec3(1.0).z));
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}
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float samp3(mediump sampler2D SPIRV_Cross_Combinedts)
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{
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return texture(SPIRV_Cross_Combinedts, vec2(1.0)).x;
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}
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float samp(mediump sampler2DShadow SPIRV_Cross_Combinedts, mediump sampler2D SPIRV_Cross_Combinedts1)
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{
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float r0 = samp2(SPIRV_Cross_Combinedts);
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float r1 = samp3(SPIRV_Cross_Combinedts1);
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return r0 + r1;
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}
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void main()
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{
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FragColor = samp(SPIRV_Cross_CombineduDepthuSampler, SPIRV_Cross_CombineduDepthuSampler1);
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}
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(set = 0, binding = 2) uniform mediump texture2D uDepth;
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layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler;
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layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
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layout(location = 0) out float FragColor;
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float samp2(mediump texture2D t, mediump samplerShadow s)
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{
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return texture(sampler2DShadow(t, s), vec3(vec3(1.0).xy, vec3(1.0).z));
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}
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float samp3(mediump texture2D t, mediump sampler s)
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{
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return texture(sampler2D(t, s), vec2(1.0)).x;
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}
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float samp(mediump texture2D t, mediump samplerShadow s, mediump sampler s1)
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{
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float r0 = samp2(t, s);
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float r1 = samp3(t, s1);
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return r0 + r1;
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}
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void main()
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{
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FragColor = samp(uDepth, uSampler, uSampler1);
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}
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29
shaders/vulkan/frag/combined-texture-sampler-shadow.vk.frag
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29
shaders/vulkan/frag/combined-texture-sampler-shadow.vk.frag
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#version 310 es
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precision mediump float;
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layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler;
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layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
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layout(set = 0, binding = 2) uniform texture2D uDepth;
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layout(location = 0) out float FragColor;
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float samp2(texture2D t, mediump samplerShadow s)
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{
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return texture(sampler2DShadow(t, s), vec3(1.0));
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}
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float samp3(texture2D t, mediump sampler s)
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{
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return texture(sampler2D(t, s), vec2(1.0)).x;
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}
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float samp(texture2D t, mediump samplerShadow s, mediump sampler s1)
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{
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float r0 = samp2(t, s);
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float r1 = samp3(t, s1);
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return r0 + r1;
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}
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void main()
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{
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FragColor = samp(uDepth, uSampler, uSampler1);
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}
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