SPIRV-Cross/reference/opt/shaders/vulkan/frag/separate-sampler-texture-array.vk.frag
dan sinclair c4f3d4ae29 Roll GLSLang, SPIRV-Headers and SPIRV-Tools.
This Cl updates the various dependencies and the test file outputs.
2020-07-22 23:03:11 -04:00

20 lines
1.0 KiB
GLSL

#version 310 es
precision mediump float;
precision highp int;
uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler[4];
uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler[4];
uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler[4];
uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler[4];
layout(location = 0) in vec2 vTex;
layout(location = 1) in vec3 vTex3;
layout(location = 0) out vec4 FragColor;
void main()
{
vec2 _95 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1)));
FragColor = ((((texture(SPIRV_Cross_CombineduTextureuSampler[2], _95) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler[2], vTex3);
}