SPIRV-Cross/shaders-msl/frag/argument-buffers.msl2.argument.frag
Hans-Kristian Arntzen af8a9ccdcb MSL: Need to emit two layers of address space.
When passing down arrays of buffer pointers, the array itself needs an
address space.
2019-03-15 11:29:17 +01:00

62 lines
1.2 KiB
GLSL

#version 450
layout(std430, push_constant) uniform Push
{
vec4 push;
} registers;
layout(std140, set = 0, binding = 5) uniform UBO
{
vec4 ubo;
};
layout(std430, set = 1, binding = 7) buffer SSBO
{
vec4 ssbo;
};
layout(std430, set = 1, binding = 8) readonly buffer SSBOs
{
vec4 ssbo;
} ssbos[2];
layout(std140, set = 2, binding = 4) uniform UBOs
{
vec4 ubo;
} ubos[4];
layout(set = 0, binding = 2) uniform sampler2D uTexture;
layout(set = 0, binding = 6) uniform sampler2D uTextures[2];
layout(set = 1, binding = 3) uniform texture2D uTexture2[4];
layout(set = 1, binding = 10) uniform sampler uSampler[2];
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
vec4 sample_in_function2()
{
vec4 ret = texture(uTexture, vUV);
ret += texture(sampler2D(uTexture2[2], uSampler[1]), vUV);
ret += texture(uTextures[1], vUV);
ret += ssbo;
ret += ssbos[0].ssbo;
ret += registers.push;
return ret;
}
vec4 sample_in_function()
{
vec4 ret = sample_in_function2();
ret += ubo;
ret += ubos[0].ubo;
return ret;
}
void main()
{
FragColor = sample_in_function();
FragColor += ubo;
FragColor += ssbo;
FragColor += ubos[1].ubo;
FragColor += registers.push;
}