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https://github.com/KhronosGroup/SPIRV-Cross.git
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4cf840ee7b
These need to use arrayed texture types, or Metal will complain when binding the resource. The target layer is addressed relative to the Layer output by the vertex pipeline, or to the ViewIndex if in a multiview pipeline. Unlike with the s/t coordinates, Vulkan does not forbid non-zero layer coordinates here, though this cannot be expressed in Vulkan GLSL. Supporting 3D textures will require additional work. Part of the problem is that Metal does not allow texture views to subset a 3D texture, so we need some way to pass the base depth to the shader.
17 lines
445 B
GLSL
17 lines
445 B
GLSL
#version 310 es
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precision mediump float;
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layout(input_attachment_index = 0, set = 0, binding = 0) uniform mediump subpassInput uSubpass0;
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layout(input_attachment_index = 1, set = 0, binding = 1) uniform mediump subpassInput uSubpass1;
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layout(location = 0) out vec4 FragColor;
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vec4 load_subpasses(mediump subpassInput uInput)
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{
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return subpassLoad(uInput);
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}
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void main()
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{
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FragColor = subpassLoad(uSubpass0) + load_subpasses(uSubpass1);
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}
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