SPIRV-Cross/shaders-hlsl/frag/separate-combined-fake-overload.sm30.frag

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#version 450
layout(location = 0) out vec4 FragColor;
layout(binding = 0) uniform sampler2D uSamp;
layout(binding = 1) uniform texture2D uT;
layout(binding = 2) uniform sampler uS;
vec4 samp(sampler2D uSamp)
{
return texture(uSamp, vec2(0.5));
}
vec4 samp(texture2D T, sampler S)
{
return texture(sampler2D(T, S), vec2(0.5));
}
void main()
{
FragColor = samp(uSamp) + samp(uT, uS);
}