SPIRV-Cross/reference/opt/shaders/vulkan/frag/separate-sampler-texture.vk.frag.vk
dan sinclair 63fbdaca93 Roll deps.
This CL updates the GLSLang and SPIRV-Tools depedencies and updates test
files as needed.
2020-07-06 11:24:30 -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;
void main()
{
vec2 _77 = (vTex + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0)))) + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1)));
FragColor = (((texture(sampler2D(uTexture, uSampler), _77) + texture(sampler2D(uTexture, uSampler), _77)) + texture(sampler2DArray(uTextureArray, uSampler), vTex3)) + texture(samplerCube(uTextureCube, uSampler), vTex3)) + texture(sampler3D(uTexture3D, uSampler), vTex3);
}