glslang/Test/spv.tpipTextureArrays.frag

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#version 450
#extension GL_QCOM_image_processing : require
precision highp float;
// fragment shader inputs and outputs
layout (location = 0) in vec4 v_texcoord;
layout (location = 0) out vec4 fragColor;
// fragment shader resources
layout(set = 0, binding = 3) uniform sampler samp;
layout(set = 0, binding = 4) uniform texture2D tex2D_srcs[8];
layout(set = 0, binding = 5) uniform sampler2D samplers[3];
void main()
{
uvec2 tgt_coords; tgt_coords.x = uint(v_texcoord.x); tgt_coords.x = uint(v_texcoord.y);
uvec2 ref_coords; ref_coords.x = uint(v_texcoord.z); ref_coords.y = uint(v_texcoord.w);
uvec2 blockSize = uvec2(4, 4);
uint ii = tgt_coords.x % 8;
fragColor = textureBlockMatchSSDQCOM(
samplers[0], // target texture
tgt_coords, // target coords
sampler2D(tex2D_srcs[ii], samp), // reference texture
ref_coords, // reference coords
blockSize); // block size
fragColor = textureBlockMatchSADQCOM(
sampler2D(tex2D_srcs[1], samp), // target texture
tgt_coords, // target coords
samplers[1], // reference texture
ref_coords, // reference coords
blockSize); // block size
}