d2cc43e667
In the bizarre case where the ID of a loaded opaque type aliased with a literal which was used as part of another texturing instruction, we could end up with a case where domination analysis assumed the loaded opaque type needed to be moved to a different scope. Fix the issue by never doing dominance analysis for opaque temporaries, and be more robust when analyzing texturing instructions. Also make sure reflection output is deterministic. This patch slightly alterered output for some unknown reason, but it came from an unordered_map, so it's fine.
21 lines
365 B
GLSL
21 lines
365 B
GLSL
#version 450
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layout(binding = 0) uniform sampler2DMS uSampled;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec2 vUV;
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void main()
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{
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FragColor = vec4(0.0);
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if (gl_FragCoord.x < 10.0)
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{
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FragColor += texelFetch(uSampled, ivec2(vUV), 0);
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}
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else
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{
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FragColor += texelFetch(uSampled, ivec2(vUV), 1);
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}
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}
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