25 lines
911 B
GLSL
25 lines
911 B
GLSL
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#version 310 es
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precision mediump float;
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layout(set = 0, binding = 0) uniform mediump sampler uSampler;
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layout(set = 0, binding = 1) uniform mediump texture2D uTexture;
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layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D;
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layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube;
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layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec2 vTex;
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layout(location = 1) in vec3 vTex3;
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void main()
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{
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vec2 off = 1.0 / vec2(textureSize(uTexture, 0));
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vec2 off2 = 1.0 / vec2(textureSize(sampler2D(uTexture, uSampler), 1));
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FragColor =
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texture(sampler2D(uTexture, uSampler), vTex + off + off2) +
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texture(sampler2DArray(uTextureArray, uSampler), vTex3) +
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texture(samplerCube(uTextureCube, uSampler), vTex3) +
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texture(sampler3D(uTexture3D, uSampler), vTex3);
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}
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