SPIRV-Cross/shaders-msl/frag/array-of-texture-swizzle.msl2.argument.discrete.swizzle.frag

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#version 450
layout(set = 0, binding = 1) uniform sampler2D uSampler0[4];
layout(set = 2, binding = 0) uniform sampler2D uSampler1;
layout(set = 1, binding = 4) uniform sampler2D uSamp;
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
vec4 sample_in_func_1()
{
return texture(uSampler0[2], vUV);
}
vec4 sample_in_func_2()
{
return texture(uSampler1, vUV);
}
vec4 sample_single_in_func(sampler2D s)
{
return texture(s, vUV);
}
void main()
{
FragColor = sample_in_func_1();
FragColor += sample_in_func_2();
FragColor += sample_single_in_func(uSampler0[1]);
FragColor += sample_single_in_func(uSampler1);
}