SPIRV-Cross/reference/shaders/frag/swizzle.frag

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#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D samp;
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layout(location = 0) out vec4 FragColor;
layout(location = 2) in vec2 vUV;
layout(location = 1) in vec3 vNormal;
void main()
{
FragColor = vec4(texture(samp, vUV).xyz, 1.0);
FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0);
FragColor = vec4(texture(samp, vUV).xx, texture(samp, vUV + vec2(0.100000001490116119384765625)).yy);
FragColor = vec4(vNormal, 1.0);
FragColor = vec4(vNormal + vec3(1.7999999523162841796875), 1.0);
FragColor = vec4(vUV, vUV + vec2(1.7999999523162841796875));
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}