SPIRV-Cross/reference/shaders/vulkan/frag/separate-sampler-texture.vk.frag.vk
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

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#version 310 es
precision mediump float;
precision highp int;
layout(set = 0, binding = 1) uniform mediump texture2D uTexture;
layout(set = 0, binding = 0) uniform mediump sampler uSampler;
layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray;
layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube;
layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D;
layout(location = 0) in vec2 vTex;
layout(location = 1) in vec3 vTex3;
layout(location = 0) out vec4 FragColor;
vec4 sample_func(mediump sampler samp, vec2 uv)
{
return texture(sampler2D(uTexture, samp), uv);
}
vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
{
return texture(sampler2D(tex, samp), uv);
}
void main()
{
vec2 off = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0));
vec2 off2 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1));
vec2 param = (vTex + off) + off2;
vec4 c0 = sample_func(uSampler, param);
vec2 param_1 = (vTex + off) + off2;
vec4 c1 = sample_func_dual(uSampler, uTexture, param_1);
vec4 c2 = texture(sampler2DArray(uTextureArray, uSampler), vTex3);
vec4 c3 = texture(samplerCube(uTextureCube, uSampler), vTex3);
vec4 c4 = texture(sampler3D(uTexture3D, uSampler), vTex3);
FragColor = (((c0 + c1) + c2) + c3) + c4;
}