SPIRV-Cross/shaders-msl/frag/nonuniform-qualifier.msl2.frag
Hans-Kristian Arntzen 03da32a124 Fix nonuniform test for MSL.
Binding index overlaps.
2019-05-13 15:14:18 +02:00

29 lines
826 B
GLSL

#version 450
#extension GL_EXT_nonuniform_qualifier : require
layout(binding = 0) uniform texture2D uSamplers[8];
layout(binding = 8) uniform sampler2D uCombinedSamplers[8];
layout(binding = 1) uniform sampler uSamps[7];
layout(location = 0) flat in int vIndex;
layout(location = 1) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 0) uniform UBO
{
vec4 v[64];
} ubos[2];
layout(set = 0, binding = 2) readonly buffer SSBO
{
vec4 v[];
} ssbos[2];
void main()
{
int i = vIndex;
FragColor = texture(sampler2D(uSamplers[nonuniformEXT(i + 10)], uSamps[nonuniformEXT(i + 40)]), vUV);
FragColor = texture(uCombinedSamplers[nonuniformEXT(i + 10)], vUV);
FragColor += ubos[nonuniformEXT(i + 20)].v[nonuniformEXT(i + 40)];
FragColor += ssbos[nonuniformEXT(i + 50)].v[nonuniformEXT(i + 60)];
}