2019-05-13 12:58:27 +00:00
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout(binding = 0) uniform texture2D uSamplers[8];
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2019-05-13 13:14:18 +00:00
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layout(binding = 8) uniform sampler2D uCombinedSamplers[8];
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layout(binding = 1) uniform sampler uSamps[7];
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2019-05-13 12:58:27 +00:00
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layout(location = 0) flat in int vIndex;
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layout(location = 1) in vec2 vUV;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 0) uniform UBO
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{
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vec4 v[64];
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} ubos[2];
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layout(set = 0, binding = 2) readonly buffer SSBO
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{
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vec4 v[];
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} ssbos[2];
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void main()
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{
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int i = vIndex;
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FragColor = texture(sampler2D(uSamplers[nonuniformEXT(i + 10)], uSamps[nonuniformEXT(i + 40)]), vUV);
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FragColor = texture(uCombinedSamplers[nonuniformEXT(i + 10)], vUV);
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FragColor += ubos[nonuniformEXT(i + 20)].v[nonuniformEXT(i + 40)];
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FragColor += ssbos[nonuniformEXT(i + 50)].v[nonuniformEXT(i + 60)];
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}
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