647ddaee42
MSL does not seem to have a qualifier for this, but HLSL SM 5.1 does. glslangValidator for HLSL does not support this, so skip any validation, but it passes in FXC.
29 lines
848 B
GLSL
29 lines
848 B
GLSL
#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout(set = 0, binding = 0) uniform texture2D uSamplers[];
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layout(set = 1, binding = 0) uniform sampler2D uCombinedSamplers[];
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layout(set = 2, binding = 0) uniform sampler uSamps[];
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layout(location = 0) flat in int vIndex;
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layout(location = 1) in vec2 vUV;
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layout(location = 0) out vec4 FragColor;
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layout(set = 3, binding = 0) uniform UBO
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{
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vec4 v[64];
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} ubos[];
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layout(set = 4, binding = 0) readonly buffer SSBO
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{
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vec4 v[];
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} ssbos[];
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void main()
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{
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int i = vIndex;
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FragColor = texture(sampler2D(uSamplers[nonuniformEXT(i + 10)], uSamps[nonuniformEXT(i + 40)]), vUV);
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FragColor = texture(uCombinedSamplers[nonuniformEXT(i + 10)], vUV);
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FragColor += ubos[nonuniformEXT(i + 20)].v[nonuniformEXT(i + 40)];
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FragColor += ssbos[nonuniformEXT(i + 50)].v[nonuniformEXT(i + 60)];
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}
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