SPIRV-Cross/shaders/frag/avoid-expression-lowering-to-loop.frag

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#version 310 es
precision mediump float;
precision mediump int;
layout(binding = 0) uniform mediump sampler2D tex;
layout(binding = 1) uniform Count
{
float count;
};
layout(location = 0) in highp vec4 vertex;
layout(location = 0) out vec4 fragColor;
void main() {
highp float size = 1.0 / float(textureSize(tex, 0).x);
float r = 0.0;
float d = dFdx(vertex.x);
for (float i = 0.0; i < count ; i += 1.0)
r += size * d;
fragColor = vec4(r);
}