18 lines
474 B
GLSL
18 lines
474 B
GLSL
#version 450
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layout(binding = 1) uniform samplerBuffer uFloatSampler;
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layout(binding = 2) uniform isamplerBuffer uIntSampler;
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layout(binding = 3) uniform usamplerBuffer uUintSampler;
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vec4 sample_from_function(samplerBuffer s0, isamplerBuffer s1, usamplerBuffer s2)
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{
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return texelFetch(s0, 20) +
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intBitsToFloat(texelFetch(s1, 40)) +
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uintBitsToFloat(texelFetch(s2, 60));
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}
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void main()
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{
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gl_Position = sample_from_function(uFloatSampler, uIntSampler, uUintSampler);
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}
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