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

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#version 450
layout(binding = 1) uniform samplerBuffer uFloatSampler;
layout(binding = 2) uniform isamplerBuffer uIntSampler;
layout(binding = 3) uniform usamplerBuffer uUintSampler;
vec4 sample_from_function(samplerBuffer s0, isamplerBuffer s1, usamplerBuffer s2)
{
return texelFetch(s0, 20) +
intBitsToFloat(texelFetch(s1, 40)) +
uintBitsToFloat(texelFetch(s2, 60));
}
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void main()
{
gl_Position = sample_from_function(uFloatSampler, uIntSampler, uUintSampler);
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}