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1#version 310 es
2precision mediump float;
3
4layout(set = 0, binding = 0) uniform mediump sampler uSampler;
5layout(set = 0, binding = 1) uniform mediump texture2D uTexture[4];
6layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D[4];
7layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube[4];
8layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray[4];
9
10layout(location = 0) out vec4 FragColor;
11layout(location = 0) in vec2 vTex;
12layout(location = 1) in vec3 vTex3;
13
14vec4 sample_func(mediump sampler samp, vec2 uv)
15{
16    return texture(sampler2D(uTexture[2], samp), uv);
17}
18
19vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
20{
21    return texture(sampler2D(tex, samp), uv);
22}
23
24vec4 sample_func_dual_array(mediump sampler samp, mediump texture2D tex[4], vec2 uv)
25{
26    return texture(sampler2D(tex[1], samp), uv);
27}
28
29void main()
30{
31    vec2 off = 1.0 / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0));
32    vec2 off2 = 1.0 / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1));
33
34    vec4 c0 = sample_func(uSampler, vTex + off + off2);
35    vec4 c1 = sample_func_dual(uSampler, uTexture[1], vTex + off + off2);
36    vec4 c2 = sample_func_dual_array(uSampler, uTexture, vTex + off + off2);
37    vec4 c3 = texture(sampler2DArray(uTextureArray[3], uSampler), vTex3);
38    vec4 c4 = texture(samplerCube(uTextureCube[1], uSampler), vTex3);
39    vec4 c5 = texture(sampler3D(uTexture3D[2], uSampler), vTex3);
40
41    FragColor = c0 + c1 + c2 + c3 + c4 + c5;
42}
43