SPIRV-Cross/shaders-msl/frag/huge-argument-buffer.device-argument-buffer.argument.msl2.frag

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#version 450
layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec2 vUV;
layout(set = 0, binding = 0) uniform sampler2D uSamplers[10000];
layout(set = 2, binding = 0) uniform sampler2D uSampler;
layout(set = 1, binding = 0) uniform UBO
{
vec4 v;
} vs[10000];
vec4 samp_array()
{
return texture(uSamplers[9999], vUV) + vs[5000].v;
}
vec4 samp_single()
{
return texture(uSampler, vUV);
}
void main()
{
FragColor = samp_array() + samp_single();
}