SPIRV-Cross/shaders-hlsl/vert/sampler-buffers.vert
2017-08-21 10:26:44 +02:00

18 lines
474 B
GLSL

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