SPIRV-Cross/shaders-hlsl/frag/combined-texture-sampler-parameter.frag

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#version 310 es
precision mediump float;
2017-12-12 10:03:46 +00:00
layout(set = 0, binding = 0) uniform mediump sampler2D uSampler;
layout(set = 0, binding = 1) uniform mediump sampler2DShadow uSamplerShadow;
layout(location = 0) out float FragColor;
vec4 samp2(sampler2D s)
{
return texture(s, vec2(1.0)) + texelFetch(s, ivec2(10), 0);
}
vec4 samp3(sampler2D s)
{
return samp2(s);
}
float samp4(mediump sampler2DShadow s)
{
return texture(s, vec3(1.0));
}
float samp(sampler2D s0, mediump sampler2DShadow s1)
{
return samp3(s0).x + samp4(s1);
}
void main()
{
FragColor = samp(uSampler, uSamplerShadow);
}