SPIRV-Cross/reference/opt/shaders/flatten/multi-dimensional.desktop.flatten_dim.frag
2017-11-23 09:59:25 +01:00

37 lines
922 B
GLSL

#version 450
layout(binding = 0) uniform sampler2D uTextures[2 * 3 * 1];
layout(location = 1) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(location = 0) flat in int vIndex;
int _93;
void main()
{
int _9;
int _76;
int _74;
int _72;
vec4 values3[2 * 3 * 1];
int _96;
int _97;
for (int _92 = 0, _94 = _93, _95 = _93; _92 < 2; _76 = _92 + 1, _92 = _76, _94 = _96, _95 = _97)
{
_96 = 0;
_97 = _95;
int _98;
for (; _96 < 3; _74 = _96 + 1, _96 = _74, _97 = _98)
{
_98 = 0;
for (; _98 < 1; _72 = _98 + 1, _98 = _72)
{
values3[_92 * 3 * 1 + _96 * 1 + _98] = texture(uTextures[_92 * 3 * 1 + _96 * 1 + _98], vUV);
}
}
}
FragColor = ((values3[1 * 3 * 1 + 2 * 1 + 0]) + (values3[0 * 3 * 1 + 2 * 1 + 0])) + (values3[(vIndex + 1) * 3 * 1 + 2 * 1 + vIndex]);
}