e67f6f85a4
Previously, we would generate parentheses proactively when generating binary ops, however, this leads to uglier code and hits warnings in compilers when used as a conditional.
49 lines
1.8 KiB
GLSL
49 lines
1.8 KiB
GLSL
#version 310 es
|
|
precision mediump float;
|
|
precision highp int;
|
|
|
|
uniform mediump sampler2D SPIRV_Cross_CombineduTexture0uSampler0;
|
|
uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler1;
|
|
uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler0;
|
|
uniform mediump sampler2D SPIRV_Cross_CombineduTexture0uSampler1;
|
|
|
|
layout(location = 0) in vec2 vTex;
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
vec4 sample_dual(mediump sampler2D SPIRV_Cross_Combinedtexsamp)
|
|
{
|
|
return texture(SPIRV_Cross_Combinedtexsamp, vTex);
|
|
}
|
|
|
|
vec4 sample_duals()
|
|
{
|
|
vec4 a = sample_dual(SPIRV_Cross_CombineduTexture0uSampler0);
|
|
vec4 b = sample_dual(SPIRV_Cross_CombineduTexture1uSampler1);
|
|
return a + b;
|
|
}
|
|
|
|
vec4 sample_global_tex(mediump sampler2D SPIRV_Cross_CombineduTexture0samp, mediump sampler2D SPIRV_Cross_CombineduTexture1samp)
|
|
{
|
|
vec4 a = texture(SPIRV_Cross_CombineduTexture0samp, vTex);
|
|
vec4 b = sample_dual(SPIRV_Cross_CombineduTexture1samp);
|
|
return a + b;
|
|
}
|
|
|
|
vec4 sample_global_sampler(mediump sampler2D SPIRV_Cross_CombinedtexuSampler0, mediump sampler2D SPIRV_Cross_CombinedtexuSampler1)
|
|
{
|
|
vec4 a = texture(SPIRV_Cross_CombinedtexuSampler0, vTex);
|
|
vec4 b = sample_dual(SPIRV_Cross_CombinedtexuSampler1);
|
|
return a + b;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec4 c0 = sample_duals();
|
|
vec4 c1 = sample_global_tex(SPIRV_Cross_CombineduTexture0uSampler0, SPIRV_Cross_CombineduTexture1uSampler0);
|
|
vec4 c2 = sample_global_tex(SPIRV_Cross_CombineduTexture0uSampler1, SPIRV_Cross_CombineduTexture1uSampler1);
|
|
vec4 c3 = sample_global_sampler(SPIRV_Cross_CombineduTexture0uSampler0, SPIRV_Cross_CombineduTexture0uSampler1);
|
|
vec4 c4 = sample_global_sampler(SPIRV_Cross_CombineduTexture1uSampler0, SPIRV_Cross_CombineduTexture1uSampler1);
|
|
FragColor = (((c0 + c1) + c2) + c3) + c4;
|
|
}
|
|
|