RetroArch/deps/SPIRV-Cross/shaders-msl/frag/image-query-lod.msl22.frag
twinaphex 420b7913d4 Squashed 'deps/SPIRV-Cross/' changes from 8aa6731925..2820ab0b51
2820ab0b51 Merge pull request #1076 from KhronosGroup/bitcast-pre-330-glsl
63bcbd511e GLSL: Need extension to use bitcast on GLSL < 330.
9f3bebe3d0 Merge pull request #1075 from lifpan/master
b11c20fc1d Remove unreasonable assertion for OpTypeImage Sampled parameter.
1a592b7c0f Merge pull request #1067 from cdavis5e/msl-scalar-block-layout
28454facbb MSL: Handle packed matrices.
ea5c0ed82f MSL: Fix alignment of packed types.
44f688bf0b Merge pull request #1070 from KhronosGroup/fix-1066
25c74b324e Forget loop variable enables after emitting block chain.
6b010e0cbc Merge pull request #1069 from KhronosGroup/fix-1053
f6f849397e MSL: Re-roll array expressions in initializers.
e5fa7edfd6 MSL: Support scalar block layout.

git-subtree-dir: deps/SPIRV-Cross
git-subtree-split: 2820ab0b51bf5e4187435d904b34e762b988f48b
2019-07-11 20:37:45 +02:00

34 lines
1.3 KiB
GLSL

#version 450
layout(location = 0) out vec2 FragColor;
layout(set = 0, binding = 0) uniform sampler2D uSampler2D;
layout(set = 0, binding = 1) uniform sampler3D uSampler3D;
layout(set = 0, binding = 2) uniform samplerCube uSamplerCube;
layout(set = 0, binding = 3) uniform sampler uSampler;
layout(set = 0, binding = 4) uniform texture2D uTexture2D;
layout(set = 0, binding = 5) uniform texture3D uTexture3D;
layout(set = 0, binding = 6) uniform textureCube uTextureCube;
layout(location = 0) in vec3 vUV;
void from_function()
{
FragColor += textureQueryLod(uSampler2D, vUV.xy);
FragColor += textureQueryLod(uSampler3D, vUV);
FragColor += textureQueryLod(uSamplerCube, vUV);
FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
}
void main()
{
FragColor = vec2(0.0);
FragColor += textureQueryLod(uSampler2D, vUV.xy);
FragColor += textureQueryLod(uSampler3D, vUV);
FragColor += textureQueryLod(uSamplerCube, vUV);
FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
from_function();
}