33 lines
661 B
GLSL
33 lines
661 B
GLSL
Texture2D<float4> uTex[] : register(t0, space0);
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SamplerState Immut : register(s0, space1);
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static float4 FragColor;
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static int vIndex;
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static float2 vUV;
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struct SPIRV_Cross_Input
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{
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float2 vUV : TEXCOORD0;
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nointerpolation int vIndex : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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FragColor = uTex[NonUniformResourceIndex(vIndex)].Sample(Immut, vUV);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vIndex = stage_input.vIndex;
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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