SPIRV-Cross/reference/opt/shaders/vulkan/frag/separate-sampler-texture.vk.frag
dan sinclair c4f3d4ae29 Roll GLSLang, SPIRV-Headers and SPIRV-Tools.
This Cl updates the various dependencies and the test file outputs.
2020-07-22 23:03:11 -04:00

20 lines
944 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler;
uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler;
uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler;
uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler;
layout(location = 0) in vec2 vTex;
layout(location = 1) in vec3 vTex3;
layout(location = 0) out vec4 FragColor;
void main()
{
vec2 _73 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1)));
FragColor = (((texture(SPIRV_Cross_CombineduTextureuSampler, _73) + texture(SPIRV_Cross_CombineduTextureuSampler, _73)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3);
}