Add special test for more coverage in combined image sampler.
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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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uniform mediump sampler2D SPIRV_Cross_CombineduTexture0uSampler0;
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uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler1;
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uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler0;
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uniform mediump sampler2D SPIRV_Cross_CombineduTexture0uSampler1;
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layout(location = 0) in vec2 vTex;
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layout(location = 0) out vec4 FragColor;
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vec4 sample_dual(mediump sampler2D SPIRV_Cross_Combinedtexsamp)
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{
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return texture(SPIRV_Cross_Combinedtexsamp, vTex);
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}
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vec4 sample_duals()
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{
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vec4 a = sample_dual(SPIRV_Cross_CombineduTexture0uSampler0);
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vec4 b = sample_dual(SPIRV_Cross_CombineduTexture1uSampler1);
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return (a + b);
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}
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vec4 sample_global_tex(mediump sampler2D SPIRV_Cross_CombineduTexture0samp, mediump sampler2D SPIRV_Cross_CombineduTexture1samp)
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{
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vec4 a = texture(SPIRV_Cross_CombineduTexture0samp, vTex);
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vec4 b = sample_dual(SPIRV_Cross_CombineduTexture1samp);
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return (a + b);
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}
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vec4 sample_global_sampler(mediump sampler2D SPIRV_Cross_CombinedtexuSampler0, mediump sampler2D SPIRV_Cross_CombinedtexuSampler1)
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{
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vec4 a = texture(SPIRV_Cross_CombinedtexuSampler0, vTex);
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vec4 b = sample_dual(SPIRV_Cross_CombinedtexuSampler1);
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return (a + b);
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}
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void main()
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{
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vec4 c0 = sample_duals();
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vec4 c1 = sample_global_tex(SPIRV_Cross_CombineduTexture0uSampler0, SPIRV_Cross_CombineduTexture1uSampler0);
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vec4 c2 = sample_global_tex(SPIRV_Cross_CombineduTexture0uSampler1, SPIRV_Cross_CombineduTexture1uSampler1);
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vec4 c3 = sample_global_sampler(SPIRV_Cross_CombineduTexture0uSampler0, SPIRV_Cross_CombineduTexture0uSampler1);
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vec4 c4 = sample_global_sampler(SPIRV_Cross_CombineduTexture1uSampler0, SPIRV_Cross_CombineduTexture1uSampler1);
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FragColor = ((((c0 + c1) + c2) + c3) + c4);
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}
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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(set = 0, binding = 2) uniform mediump texture2D uTexture0;
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layout(set = 0, binding = 3) uniform mediump texture2D uTexture1;
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layout(set = 0, binding = 0) uniform mediump sampler uSampler0;
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layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
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layout(location = 0) in vec2 vTex;
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layout(location = 0) out vec4 FragColor;
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vec4 sample_dual(mediump sampler samp, mediump texture2D tex)
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{
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return texture(sampler2D(tex, samp), vTex);
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}
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vec4 sample_duals()
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{
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vec4 a = sample_dual(uSampler0, uTexture0);
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vec4 b = sample_dual(uSampler1, uTexture1);
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return (a + b);
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}
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vec4 sample_global_tex(mediump sampler samp)
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{
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vec4 a = texture(sampler2D(uTexture0, samp), vTex);
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vec4 b = sample_dual(samp, uTexture1);
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return (a + b);
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}
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vec4 sample_global_sampler(mediump texture2D tex)
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{
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vec4 a = texture(sampler2D(tex, uSampler0), vTex);
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vec4 b = sample_dual(uSampler1, tex);
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return (a + b);
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}
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void main()
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{
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vec4 c0 = sample_duals();
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vec4 c1 = sample_global_tex(uSampler0);
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vec4 c2 = sample_global_tex(uSampler1);
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vec4 c3 = sample_global_sampler(uTexture0);
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vec4 c4 = sample_global_sampler(uTexture1);
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FragColor = ((((c0 + c1) + c2) + c3) + c4);
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}
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47
shaders/vulkan/frag/combined-texture-sampler.vk.frag
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47
shaders/vulkan/frag/combined-texture-sampler.vk.frag
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#version 310 es
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precision mediump float;
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layout(set = 0, binding = 0) uniform mediump sampler uSampler0;
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layout(set = 0, binding = 1) uniform mediump sampler uSampler1;
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layout(set = 0, binding = 2) uniform mediump texture2D uTexture0;
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layout(set = 0, binding = 3) uniform mediump texture2D uTexture1;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec2 vTex;
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vec4 sample_dual(mediump sampler samp, mediump texture2D tex)
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{
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return texture(sampler2D(tex, samp), vTex);
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}
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vec4 sample_global_tex(mediump sampler samp)
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{
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vec4 a = texture(sampler2D(uTexture0, samp), vTex);
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vec4 b = sample_dual(samp, uTexture1);
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return a + b;
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}
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vec4 sample_global_sampler(mediump texture2D tex)
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{
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vec4 a = texture(sampler2D(tex, uSampler0), vTex);
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vec4 b = sample_dual(uSampler1, tex);
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return a + b;
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}
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vec4 sample_duals()
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{
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vec4 a = sample_dual(uSampler0, uTexture0);
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vec4 b = sample_dual(uSampler1, uTexture1);
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return a + b;
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}
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void main()
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{
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vec4 c0 = sample_duals();
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vec4 c1 = sample_global_tex(uSampler0);
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vec4 c2 = sample_global_tex(uSampler1);
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vec4 c3 = sample_global_sampler(uTexture0);
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vec4 c4 = sample_global_sampler(uTexture1);
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FragColor = c0 + c1 + c2 + c3 + c4;
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}
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