dbee4e4346
Mostly useful for debugging SPIR-V where it is useful to see the "original" Vulkan GLSL constructs which created the SPIR-V.
39 lines
1.3 KiB
Plaintext
39 lines
1.3 KiB
Plaintext
#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 1) uniform mediump texture2D uTexture;
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layout(binding = 0) uniform mediump sampler uSampler;
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layout(binding = 4) uniform mediump texture2DArray uTextureArray;
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layout(binding = 3) uniform mediump textureCube uTextureCube;
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layout(binding = 2) uniform mediump texture3D uTexture3D;
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layout(location = 0) in vec2 vTex;
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layout(location = 1) in vec3 vTex3;
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layout(location = 0) out vec4 FragColor;
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vec4 sample_func(mediump sampler samp, vec2 uv)
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{
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return texture(sampler2D(uTexture, samp), uv);
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}
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vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
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{
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return texture(sampler2D(tex, samp), uv);
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}
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void main()
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{
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vec2 off = (vec2(1.0) / vec2(textureSize(uTexture, 0)));
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vec2 off2 = (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1)));
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highp vec2 param = ((vTex + off) + off2);
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vec4 c0 = sample_func(uSampler, param);
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highp vec2 param_1 = ((vTex + off) + off2);
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vec4 c1 = sample_func_dual(uSampler, uTexture, param_1);
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vec4 c2 = texture(sampler2DArray(uTextureArray, uSampler), vTex3);
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vec4 c3 = texture(samplerCube(uTextureCube, uSampler), vTex3);
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vec4 c4 = texture(sampler3D(uTexture3D, uSampler), vTex3);
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FragColor = ((((c0 + c1) + c2) + c3) + c4);
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}
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