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https://github.com/KhronosGroup/glslang
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50 lines
1.9 KiB
GLSL
50 lines
1.9 KiB
GLSL
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#version 460 compatibility
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#extension GL_ARB_bindless_texture: require
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#if !defined GL_ARB_bindless_texture
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# error GL_ARB_bindless_texture is not defined
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#elif GL_ARB_bindless_texture != 1
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# error GL_ARB_bindless_texture is not equal to 1
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#endif
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// Valid usage cases
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layout(bindless_sampler) uniform sampler2D s0; // case0: bindless layout
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in sampler2D s1; // case1: sampler as an input
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uniform uvec2 s2; // case2: uvec2 as sampler constructor
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uniform ivec2 s3; // case3: ivec2 as sampler constructor
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uniform int index;
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in sampler2D s4[2][3]; // case4: sampler arrays of arrays
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uniform BB {sampler2D s5;} bbs5[2]; // case5: uniform block member as a sampler
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in samplerBuffer s6; // case6: samplerBuffer input
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uniform UBO9 {samplerBuffer s7;}; // case7: samplerBuffer as an uniform block member
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buffer SSBO10 {samplerBuffer s8;}; // case8: samplerBuffer as an ssbo member
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layout(rgba8, bindless_image) in image2D i9; // case9: bindless image as an input
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uniform vec2 coord; // bindless coord 2-D
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uniform int icoord; // bindless coord 1-D
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out vec4 color0;
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out vec4 color1;
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out vec4 color2;
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out vec4 color3;
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out vec4 color4;
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out vec4 color5;
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out vec4 color6;
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out vec4 color7;
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out vec4 color8;
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out vec4 color9;
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void main()
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{
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color0 = texture(s0, coord);
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color1 = texture(s1, coord);
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color2 = texture(sampler2D(s2), coord);
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color3 = texture(sampler2D(s3), coord);
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color4 = texture(s4[index][index], coord);
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color5 = texture(bbs5[index].s5, coord);
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color6 = texelFetch(s6, icoord);
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color7 = texelFetch(s7, icoord);
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color8 = texelFetch(s8, icoord);
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color9 = imageLoad(i9, ivec2(0,0));
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}
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