SPIRV-Cross/reference/shaders/asm/frag/sampler-buffer-without-sampler.asm.frag

21 lines
350 B
GLSL

#version 450
layout(rgba32f) uniform writeonly imageBuffer RWTex;
uniform samplerBuffer Tex;
layout(location = 0) out vec4 _entryPointOutput;
vec4 _main()
{
vec4 storeTemp = vec4(1.0, 2.0, 3.0, 4.0);
imageStore(RWTex, 20, storeTemp);
return texelFetch(Tex, 10);
}
void main()
{
vec4 _28 = _main();
_entryPointOutput = _28;
}