SPIRV-Cross/reference/shaders/asm/frag/image-fetch-no-sampler.no-samplerless.asm.vk.frag

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GLSL
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#version 450
uniform sampler2D SPIRV_Cross_CombinedparamSPIRV_Cross_DummySampler;
uniform sampler2D SPIRV_Cross_CombinedSampledImageSPIRV_Cross_DummySampler;
uniform sampler2D SPIRV_Cross_CombinedparamSampler;
uniform sampler2D SPIRV_Cross_CombinedSampledImageSampler;
layout(location = 0) out vec4 _entryPointOutput;
vec4 sample_fetch(ivec3 UV, sampler2D SPIRV_Cross_CombinedtexSPIRV_Cross_DummySampler)
{
return texelFetch(SPIRV_Cross_CombinedtexSPIRV_Cross_DummySampler, UV.xy, UV.z);
}
vec4 sample_sampler(vec2 UV, sampler2D SPIRV_Cross_CombinedtexSampler)
{
return texture(SPIRV_Cross_CombinedtexSampler, UV);
}
vec4 _main(vec4 xIn)
{
ivec3 coord = ivec3(int(xIn.x * 1280.0), int(xIn.y * 720.0), 0);
ivec3 param = coord;
vec4 value = sample_fetch(param, SPIRV_Cross_CombinedparamSPIRV_Cross_DummySampler);
value += texelFetch(SPIRV_Cross_CombinedSampledImageSPIRV_Cross_DummySampler, coord.xy, coord.z);
vec2 param_1 = xIn.xy;
value += sample_sampler(param_1, SPIRV_Cross_CombinedparamSampler);
value += texture(SPIRV_Cross_CombinedSampledImageSampler, xIn.xy);
return value;
}
void main()
{
vec4 xIn = gl_FragCoord;
vec4 param = xIn;
_entryPointOutput = _main(param);
}