7652c90802
This will not really make sense for plain GLSL/ESSL target, but other backends might want it and useful to have for debugging.
22 lines
881 B
GLSL
22 lines
881 B
GLSL
#version 310 es
|
|
precision mediump float;
|
|
precision highp int;
|
|
|
|
layout(binding = 1) uniform mediump texture2D uTexture;
|
|
layout(binding = 0) uniform mediump sampler uSampler;
|
|
layout(binding = 4) uniform mediump texture2DArray uTextureArray;
|
|
layout(binding = 3) uniform mediump textureCube uTextureCube;
|
|
layout(binding = 2) uniform mediump texture3D uTexture3D;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(location = 0) in vec2 vTex;
|
|
layout(location = 1) in vec3 vTex3;
|
|
|
|
void main()
|
|
{
|
|
vec2 off = (vec2(1.0) / vec2(textureSize(uTexture, 0)));
|
|
vec2 off2 = (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1)));
|
|
FragColor = (((texture(sampler2D(uTexture, uSampler), ((vTex + off) + off2)) + texture(sampler2DArray(uTextureArray, uSampler), vTex3)) + texture(samplerCube(uTextureCube, uSampler), vTex3)) + texture(sampler3D(uTexture3D, uSampler), vTex3));
|
|
}
|
|
|