SPIRV-Cross/reference/opt/shaders/vulkan/frag/separate-sampler-texture-array.vk.frag.vk
dan sinclair c4f3d4ae29 Roll GLSLang, SPIRV-Headers and SPIRV-Tools.
This Cl updates the various dependencies and the test file outputs.
2020-07-22 23:03:11 -04:00

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#version 310 es
precision mediump float;
precision highp int;
layout(set = 0, binding = 1) uniform mediump texture2D uTexture[4];
layout(set = 0, binding = 0) uniform mediump sampler uSampler;
layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray[4];
layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube[4];
layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D[4];
layout(location = 0) in vec2 vTex;
layout(location = 1) in vec3 vTex3;
layout(location = 0) out vec4 FragColor;
void main()
{
vec2 _95 = (vTex + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0)))) + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1)));
FragColor = ((((texture(sampler2D(uTexture[2], uSampler), _95) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2DArray(uTextureArray[3], uSampler), vTex3)) + texture(samplerCube(uTextureCube[1], uSampler), vTex3)) + texture(sampler3D(uTexture3D[2], uSampler), vTex3);
}