SPIRV-Cross/reference/shaders-vulkan/frag/input-attachment.frag
Hans-Kristian Arntzen 9d4b5c0c59 Use texel fetch instead of normalized sampling for subpass.
Cleaner output code, and matches more directly to how subpass reads work.
2016-05-05 09:19:38 +02:00

15 lines
356 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D uSubpass0;
layout(binding = 1) uniform mediump sampler2D uSubpass1;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor = (texelFetch(uSubpass0, ivec2(gl_FragCoord.xy), 0) + texelFetch(uSubpass1, ivec2(gl_FragCoord.xy), 0));
}