SPIRV-Cross/reference/shaders-hlsl/vert/sampler-buffers.vert

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Buffer<float4> uFloatSampler : register(t1);
Buffer<int4> uIntSampler : register(t2);
Buffer<uint4> uUintSampler : register(t3);
static float4 gl_Position;
struct SPIRV_Cross_Output
{
float4 gl_Position : SV_Position;
};
float4 sample_from_function(Buffer<float4> s0, Buffer<int4> s1, Buffer<uint4> s2)
{
return (s0.Load(20) + asfloat(s1.Load(40))) + asfloat(s2.Load(60));
}
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void vert_main()
{
gl_Position = sample_from_function(uFloatSampler, uIntSampler, uUintSampler);
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}
SPIRV_Cross_Output main()
{
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}