4cf840ee7b
These need to use arrayed texture types, or Metal will complain when binding the resource. The target layer is addressed relative to the Layer output by the vertex pipeline, or to the ViewIndex if in a multiview pipeline. Unlike with the s/t coordinates, Vulkan does not forbid non-zero layer coordinates here, though this cannot be expressed in Vulkan GLSL. Supporting 3D textures will require additional work. Part of the problem is that Metal does not allow texture views to subset a 3D texture, so we need some way to pass the base depth to the shader.
16 lines
451 B
GLSL
16 lines
451 B
GLSL
#version 450
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layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInputMS uSubpass0;
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layout(input_attachment_index = 1, set = 0, binding = 1) uniform subpassInputMS uSubpass1;
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layout(location = 0) out vec4 FragColor;
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vec4 load_subpasses(mediump subpassInputMS uInput)
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{
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return subpassLoad(uInput, gl_SampleID);
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}
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void main()
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{
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FragColor = subpassLoad(uSubpass0, 1) + subpassLoad(uSubpass1, 2) + load_subpasses(uSubpass0);
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}
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