SPIRV-Cross/reference/shaders/frag/swizzle.frag
Hans-Kristian Arntzen 0ae2bcc3d0 Ensure that floating point literals are float.
Fixes regression from earlier workaround of std::to_string.
Update reference output.
2016-03-12 14:22:39 +01:00

21 lines
636 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
layout(location = 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()
{
FragColor = vec4(texture(samp, vUV).xyz, 1.0);
FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0);
FragColor = vec4(texture(samp, vUV).xx, 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)));
}