SPIRV-Cross/shaders-hlsl/frag/resources.frag

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#version 310 es
precision mediump float;
layout(binding = 3, std140) uniform CBuffer
{
vec4 a;
} cbuf;
layout(binding = 4) uniform sampler2D uSampledImage;
layout(binding = 5) uniform mediump texture2D uTexture;
layout(binding = 6) uniform mediump sampler uSampler;
layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec2 vTex;
layout(std430, push_constant) uniform PushMe
{
vec4 d;
} registers;
void main()
{
vec4 c0 = texture(uSampledImage, vTex);
vec4 c1 = texture(sampler2D(uTexture, uSampler), vTex);
vec4 c2 = cbuf.a + registers.d;
FragColor = c0 + c1 + c2;
}