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15 lines
480 B
GLSL
15 lines
480 B
GLSL
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#version 450
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layout(binding = 0) uniform sampler2DMS uSampler;
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layout(binding = 1) uniform sampler2DMSArray uSamplerArray;
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layout(binding = 2, rgba8) uniform readonly writeonly image2DMS uImage;
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layout(binding = 3, rgba8) uniform readonly writeonly image2DMSArray uImageArray;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = vec4(float(((textureSamples(uSampler) + textureSamples(uSamplerArray)) + imageSamples(uImage)) + imageSamples(uImageArray)));
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}
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