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https://github.com/libretro/RetroArch
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420b7913d4
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
34 lines
1.3 KiB
GLSL
34 lines
1.3 KiB
GLSL
#version 450
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layout(location = 0) out vec2 FragColor;
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layout(set = 0, binding = 0) uniform sampler2D uSampler2D;
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layout(set = 0, binding = 1) uniform sampler3D uSampler3D;
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layout(set = 0, binding = 2) uniform samplerCube uSamplerCube;
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layout(set = 0, binding = 3) uniform sampler uSampler;
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layout(set = 0, binding = 4) uniform texture2D uTexture2D;
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layout(set = 0, binding = 5) uniform texture3D uTexture3D;
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layout(set = 0, binding = 6) uniform textureCube uTextureCube;
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layout(location = 0) in vec3 vUV;
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void from_function()
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{
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FragColor += textureQueryLod(uSampler2D, vUV.xy);
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FragColor += textureQueryLod(uSampler3D, vUV);
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FragColor += textureQueryLod(uSamplerCube, vUV);
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FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
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FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
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FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
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}
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void main()
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{
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FragColor = vec2(0.0);
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FragColor += textureQueryLod(uSampler2D, vUV.xy);
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FragColor += textureQueryLod(uSampler3D, vUV);
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FragColor += textureQueryLod(uSamplerCube, vUV);
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FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy);
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FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV);
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FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV);
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from_function();
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}
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