SPIRV-Cross/shaders-hlsl/vert/sampler-buffers.vert

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2017-08-21 08:01:03 +00:00
#version 450
layout(binding = 1) uniform samplerBuffer uFloatSampler;
layout(binding = 2) uniform isamplerBuffer uIntSampler;
layout(binding = 3) uniform usamplerBuffer uUintSampler;
void main()
{
gl_Position =
texelFetch(uFloatSampler, 20) +
intBitsToFloat(texelFetch(uIntSampler, 40)) +
uintBitsToFloat(texelFetch(uUintSampler, 60));
}