SPIRV-Cross/shaders-hlsl/frag/complex-expression-in-access-chain.frag

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#version 310 es
precision mediump float;
struct Foo
{
vec4 a;
vec4 b;
};
layout(binding = 0) buffer UBO
{
vec4 results[1024];
};
layout(binding = 1) uniform highp isampler2D Buf;
layout(location = 0) flat in int vIn;
layout(location = 1) flat in int vIn2;
layout(location = 0) out vec4 FragColor;
void main()
{
ivec4 coords = texelFetch(Buf, ivec2(gl_FragCoord.xy), 0);
vec4 foo = results[coords.x % 16];
int c = vIn * vIn;
int d = vIn2 * vIn2;
FragColor = foo + foo + results[c + d];
}