33 lines
683 B
GLSL
33 lines
683 B
GLSL
#version 310 es
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precision mediump float;
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layout(binding = 1, std430) readonly buffer UAV0
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{
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vec4 a;
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} uav0;
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layout(binding = 3, std140) uniform CBuffer
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{
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vec4 a;
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} cbuf;
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layout(binding = 4) uniform sampler2D uSampledImage;
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layout(binding = 5) uniform mediump texture2D uTexture;
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layout(binding = 6) uniform mediump sampler uSampler;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec2 vTex;
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layout(std430, push_constant) uniform PushMe
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{
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vec4 d;
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} registers;
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void main()
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{
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vec4 c0 = texture(uSampledImage, vTex);
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vec4 c1 = texture(sampler2D(uTexture, uSampler), vTex);
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vec4 c2 = cbuf.a + uav0.a + registers.d;
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FragColor = c0 + c1 + c2;
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}
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