75 lines
2.6 KiB
Plaintext
75 lines
2.6 KiB
Plaintext
#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_samplerless_texture_functions : require
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layout(set = 0, binding = 2, std140) uniform UBO
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{
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vec4 v[64];
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} ubos[];
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layout(set = 0, binding = 3, std430) buffer SSBO
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{
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uint counter;
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vec4 v[];
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} ssbos[];
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layout(set = 0, binding = 0) uniform texture2D uSamplers[];
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layout(set = 0, binding = 1) uniform sampler uSamps[];
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layout(set = 0, binding = 4) uniform sampler2D uCombinedSamplers[];
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layout(set = 0, binding = 0) uniform texture2DMS uSamplersMS[];
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layout(set = 0, binding = 5, r32f) uniform image2D uImages[];
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layout(set = 0, binding = 5, r32ui) uniform uimage2D uImagesU32[];
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layout(location = 0) flat in int vIndex;
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layout(location = 0) out vec4 FragColor;
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layout(location = 1) in vec2 vUV;
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void main()
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{
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int i = vIndex;
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FragColor = texture(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[i + 40])), vUV);
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int _49 = i + 10;
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FragColor = texture(uCombinedSamplers[nonuniformEXT(_49)], vUV);
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int _65 = i + 20;
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int _69 = i + 40;
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FragColor += ubos[nonuniformEXT(_65)].v[_69];
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int _83 = i + 50;
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int _88 = i + 60;
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FragColor += ssbos[nonuniformEXT(_83)].v[_88];
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int _96 = i + 60;
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int _100 = i + 70;
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ssbos[nonuniformEXT(_96)].v[_100] = vec4(20.0);
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int _106 = i + 10;
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FragColor = texelFetch(uSamplers[nonuniformEXT(_106)], ivec2(vUV), 0);
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int _116 = i + 100;
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uint _122 = atomicAdd(ssbos[_116].counter, 100u);
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vec2 queried = textureQueryLod(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[i + 40])), vUV);
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int _139 = i + 10;
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queried += textureQueryLod(uCombinedSamplers[nonuniformEXT(_139)], vUV);
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vec4 _147 = FragColor;
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vec2 _149 = _147.xy + queried;
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FragColor.x = _149.x;
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FragColor.y = _149.y;
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int _157 = i + 20;
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FragColor.x += float(textureQueryLevels(uSamplers[nonuniformEXT(_157)]));
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int _172 = i + 20;
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FragColor.y += float(textureSamples(uSamplersMS[nonuniformEXT(_172)]));
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int _184 = i + 20;
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vec4 _189 = FragColor;
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vec2 _191 = _189.xy + vec2(textureSize(uSamplers[nonuniformEXT(_184)], 0));
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FragColor.x = _191.x;
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FragColor.y = _191.y;
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int _202 = i + 50;
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FragColor += imageLoad(uImages[nonuniformEXT(_202)], ivec2(vUV));
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int _213 = i + 20;
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vec4 _218 = FragColor;
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vec2 _220 = _218.xy + vec2(imageSize(uImages[nonuniformEXT(_213)]));
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FragColor.x = _220.x;
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FragColor.y = _220.y;
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int _227 = i + 60;
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imageStore(uImages[nonuniformEXT(_227)], ivec2(vUV), vec4(50.0));
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int _240 = i + 70;
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uint _248 = imageAtomicAdd(uImagesU32[nonuniformEXT(_240)], ivec2(vUV), 40u);
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}
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