c4f3d4ae29
This Cl updates the various dependencies and the test file outputs.
38 lines
1.4 KiB
GLSL
38 lines
1.4 KiB
GLSL
#version 310 es
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precision mediump float;
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precision highp int;
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uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler;
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uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler;
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uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler;
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uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler;
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layout(location = 0) in vec2 vTex;
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layout(location = 1) in vec3 vTex3;
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layout(location = 0) out vec4 FragColor;
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vec4 sample_func(vec2 uv, mediump sampler2D SPIRV_Cross_CombineduTexturesamp)
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{
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return texture(SPIRV_Cross_CombineduTexturesamp, uv);
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}
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vec4 sample_func_dual(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp)
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{
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return texture(SPIRV_Cross_Combinedtexsamp, uv);
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}
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void main()
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{
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vec2 off = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0));
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vec2 off2 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1));
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vec2 param = (vTex + off) + off2;
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vec4 c0 = sample_func(param, SPIRV_Cross_CombineduTextureuSampler);
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vec2 param_1 = (vTex + off) + off2;
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vec4 c1 = sample_func_dual(param_1, SPIRV_Cross_CombineduTextureuSampler);
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vec4 c2 = texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3);
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vec4 c3 = texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3);
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vec4 c4 = texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3);
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FragColor = (((c0 + c1) + c2) + c3) + c4;
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}
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