SPIRV-Cross/shaders-msl/vert/resource-arrays.ios.vert

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#version 450
layout(constant_id = 0) const int arraySize = 3;
layout(binding = 0, rgba32i) uniform iimage2D images[arraySize];
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layout(binding = 4) uniform constant_block
{
vec4 foo;
int bar;
} constants[4];
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layout(binding = 8) buffer storage_block
{
uvec4 baz;
ivec2 quux;
} storage[2];
void main()
{
storage[0].baz = uvec4(constants[3].foo);
storage[1].quux = imageLoad(images[2], ivec2(constants[1].bar)).xy;
}