SPIRV-Cross/reference/opt/shaders-hlsl/frag/nonuniform-qualifier.nonuniformresource.sm51.frag

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struct UBO_1_1
{
float4 v[64];
};
ConstantBuffer<UBO_1_1> ubos[] : register(b0, space3);
ByteAddressBuffer ssbos[] : register(t0, space4);
Texture2D<float4> uSamplers[] : register(t0, space0);
SamplerState uSamps[] : register(s0, space2);
Texture2D<float4> uCombinedSamplers[] : register(t0, space1);
SamplerState _uCombinedSamplers_sampler[] : register(s0, space1);
static int vIndex;
static float4 FragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
nointerpolation int vIndex : TEXCOORD0;
float2 vUV : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
int _23 = vIndex + 10;
int _34 = vIndex + 40;
FragColor = uSamplers[NonUniformResourceIndex(_23)].Sample(uSamps[NonUniformResourceIndex(_34)], vUV);
FragColor = uCombinedSamplers[NonUniformResourceIndex(_23)].Sample(_uCombinedSamplers_sampler[NonUniformResourceIndex(_23)], vUV);
int _66 = vIndex + 20;
FragColor += ubos[NonUniformResourceIndex(_66)].v[_34];
int _84 = vIndex + 50;
int _88 = vIndex + 60;
FragColor += asfloat(ssbos[NonUniformResourceIndex(_84)].Load4(_88 * 16 + 0));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vIndex = stage_input.vIndex;
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}