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