SPIRV-Cross/reference/shaders/asm/frag/image-fetch-no-sampler.asm.vk.frag.vk

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#version 450
#extension GL_EXT_samplerless_texture_functions : require
layout(set = 0, binding = 0) uniform sampler Sampler;
layout(set = 0, binding = 0) uniform texture2D SampledImage;
layout(location = 0) out vec4 _entryPointOutput;
vec4 sample_fetch(texture2D tex, ivec3 UV)
{
return texelFetch(tex, UV.xy, UV.z);
}
vec4 sample_sampler(texture2D tex, vec2 UV)
{
return texture(sampler2D(tex, Sampler), UV);
}
vec4 _main(vec4 xIn)
{
ivec3 coord = ivec3(int(xIn.x * 1280.0), int(xIn.y * 720.0), 0);
ivec3 param = coord;
vec4 value = sample_fetch(SampledImage, param);
value += texelFetch(SampledImage, coord.xy, coord.z);
vec2 param_1 = xIn.xy;
value += sample_sampler(SampledImage, param_1);
value += texture(sampler2D(SampledImage, Sampler), xIn.xy);
return value;
}
void main()
{
vec4 xIn = gl_FragCoord;
vec4 param = xIn;
_entryPointOutput = _main(param);
}