SPIRV-Cross/shaders-msl/frag/array-of-texture-swizzle-nonconstant-uniform.msl2.argument.discrete.swizzle.frag

35 lines
576 B
GLSL

#version 450
layout(set = 0, binding = 0) uniform sampler2D uSampler[4];
layout(set = 0, binding = 1) uniform sampler2D uSamp;
layout(set = 0, binding = 2) uniform UBO
{
uint index;
} uUBO;
layout(set = 0, binding = 3) uniform UBO2
{
uint index2;
};
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
vec4 sample_in_func()
{
return texture(uSampler[uUBO.index], vUV);
}
vec4 sample_single_in_func(sampler2D s)
{
return texture(s, vUV);
}
void main()
{
FragColor = sample_in_func();
FragColor += sample_single_in_func(uSampler[index2]);
}