SPIRV-Cross/reference/shaders/vulkan/frag/separate-sampler-texture-array.vk.frag

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#version 310 es
precision mediump float;
precision highp int;
uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler[4];
uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler[4];
uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler[4];
uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler[4];
layout(location = 0) in vec2 vTex;
layout(location = 1) in vec3 vTex3;
layout(location = 0) out vec4 FragColor;
vec4 sample_func(vec2 uv, mediump sampler2D SPIRV_Cross_CombineduTexturesamp[4])
{
return texture(SPIRV_Cross_CombineduTexturesamp[2], uv);
}
vec4 sample_func_dual(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp)
{
return texture(SPIRV_Cross_Combinedtexsamp, uv);
}
vec4 sample_func_dual_array(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp[4])
{
return texture(SPIRV_Cross_Combinedtexsamp[1], uv);
}
void main()
{
vec2 off = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0));
vec2 off2 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1));
highp vec2 param = (vTex + off) + off2;
vec4 c0 = sample_func(param, SPIRV_Cross_CombineduTextureuSampler);
highp vec2 param_1 = (vTex + off) + off2;
vec4 c1 = sample_func_dual(param_1, SPIRV_Cross_CombineduTextureuSampler[1]);
highp vec2 param_2 = (vTex + off) + off2;
vec4 c2 = sample_func_dual_array(param_2, SPIRV_Cross_CombineduTextureuSampler);
vec4 c3 = texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3);
vec4 c4 = texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3);
vec4 c5 = texture(SPIRV_Cross_CombineduTexture3DuSampler[2], vTex3);
FragColor = ((((c0 + c1) + c2) + c3) + c4) + c5;
}