SPIRV-Cross/reference/opt/shaders/frag/image-load-store-uint-coord.asm.frag
Hans-Kristian Arntzen 3c52771aee Make sure image integer coords are int, not uint.
HLSL can emit uint here.
2017-12-01 15:02:50 +01:00

18 lines
556 B
GLSL

#version 450
layout(binding = 1, rgba32f) uniform image2D RWIm;
layout(binding = 0, rgba32f) uniform writeonly imageBuffer RWBuf;
layout(binding = 1) uniform sampler2D ROIm;
layout(binding = 0) uniform samplerBuffer ROBuf;
layout(location = 0) out vec4 _entryPointOutput;
void main()
{
imageStore(RWIm, ivec2(uvec2(10u)), vec4(10.0, 0.5, 8.0, 2.0));
vec4 _69 = imageLoad(RWIm, ivec2(uvec2(30u)));
imageStore(RWBuf, int(80u), _69);
_entryPointOutput = (_69 + texelFetch(ROIm, ivec2(uvec2(50u, 60u)), 0)) + texelFetch(ROBuf, int(80u));
}