SPIRV-Cross/reference/opt/shaders/frag/swizzle.frag
dan sinclair 171c646474 Roll GLSLang, SPIRV-Tools and SPIRV-Headers.
This CL rolls the various dependencies and updates tests to match.
2020-04-23 10:53:49 -04:00

23 lines
652 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D samp;
layout(location = 0) out vec4 FragColor;
layout(location = 2) in vec2 vUV;
layout(location = 1) in vec3 vNormal;
void main()
{
vec4 _19 = texture(samp, vUV);
float _23 = _19.x;
FragColor = vec4(_23, _19.yz, 1.0);
FragColor = vec4(_23, _19.z, 1.0, 4.0);
FragColor = vec4(_23, _23, texture(samp, vUV + vec2(0.100000001490116119384765625)).yy);
FragColor = vec4(vNormal, 1.0);
FragColor = vec4(vNormal + vec3(1.7999999523162841796875), 1.0);
FragColor = vec4(vUV, vUV + vec2(1.7999999523162841796875));
}