SPIRV-Cross/reference/opt/shaders-hlsl/frag/sampler-array.frag
2018-01-04 12:28:57 +01:00

30 lines
912 B
GLSL

Texture2D<float4> uCombined[4] : register(t0);
SamplerState _uCombined_sampler[4] : register(s0);
Texture2D<float4> uTex[4] : register(t4);
SamplerState uSampler[4] : register(s8);
RWTexture2D<float4> uImage[8] : register(u12);
static float4 gl_FragCoord;
static float2 vTex;
static int vIndex;
struct SPIRV_Cross_Input
{
float2 vTex : TEXCOORD0;
nointerpolation int vIndex : TEXCOORD1;
float4 gl_FragCoord : SV_Position;
};
void frag_main()
{
uImage[vIndex][int2(gl_FragCoord.xy)] = ((uCombined[vIndex].Sample(_uCombined_sampler[vIndex], vTex) + uTex[vIndex].Sample(uSampler[vIndex], vTex)) + (uCombined[vIndex + 1].Sample(_uCombined_sampler[vIndex + 1], vTex))) + (uTex[vIndex + 1].Sample(uSampler[vIndex + 1], vTex));
}
void main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
vTex = stage_input.vTex;
vIndex = stage_input.vIndex;
frag_main();
}