31 lines
1.2 KiB
GLSL
31 lines
1.2 KiB
GLSL
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 0) uniform highp sampler2D uSamp;
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layout(binding = 1) uniform highp sampler2DShadow uSampShadow;
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layout(binding = 2) uniform highp sampler2DArray uSampArray;
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layout(binding = 3) uniform highp sampler2DArrayShadow uSampArrayShadow;
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layout(binding = 4, r32f) uniform highp image2D uImage;
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layout(location = 0) out highp vec4 FragColor;
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layout(location = 0) in highp vec4 vUV;
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void main()
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{
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FragColor = texture(uSamp, vec2(vUV.x, 0.0));
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FragColor += textureProj(uSamp, vec3(vUV.xy.x, 0.0, vUV.xy.y));
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FragColor += texelFetch(uSamp, ivec2(int(vUV.x), 0), 0);
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FragColor += vec4(texture(uSampShadow, vec3(vUV.xyz.x, 0.0, vUV.xyz.z)));
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highp vec4 _54 = vUV;
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highp vec4 _57 = _54;
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_57.y = _54.w;
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FragColor += vec4(textureProj(uSampShadow, vec4(_57.x, 0.0, _54.z, _57.y)));
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FragColor = texture(uSampArray, vec3(vUV.xy.x, 0.0, vUV.xy.y));
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FragColor += texelFetch(uSampArray, ivec3(ivec2(vUV.xy).x, 0, ivec2(vUV.xy).y), 0);
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FragColor += vec4(texture(uSampArrayShadow, vec4(vUV.xyz.xy.x, 0.0, vUV.xyz.xy.y, vUV.xyz.z)));
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FragColor += imageLoad(uImage, ivec2(int(vUV.x), 0));
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imageStore(uImage, ivec2(int(vUV.x), 0), FragColor);
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}
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