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#version 450
#extension GL_EXT_nonuniform_qualifier : require
layout(set = 0, binding = 2, std140) uniform UBO
{
vec4 v[64];
} ubos[];
layout(set = 0, binding = 3, std430) readonly buffer SSBO
{
vec4 v[];
} ssbos[];
layout(set = 0, binding = 0) uniform texture2D uSamplers[];
layout(set = 0, binding = 1) uniform sampler uSamps[];
layout(set = 0, binding = 4) uniform sampler2D uCombinedSamplers[];
layout(location = 0) flat in int vIndex;
layout(location = 0) out vec4 FragColor;
layout(location = 1) in vec2 vUV;
void main()
{
int i = vIndex;
int _59 = i + 10;
int _64 = i + 40;
FragColor = texture(sampler2D(uSamplers[nonuniformEXT(_59)], uSamps[nonuniformEXT(_64)]), vUV);
int _71 = i + 10;
FragColor = texture(uCombinedSamplers[nonuniformEXT(_71)], vUV);
int _77 = i + 20;
int _80 = i + 40;
FragColor += ubos[nonuniformEXT(_77)].v[_80];
int _87 = i + 50;
int _90 = i + 60;
FragColor += ssbos[nonuniformEXT(_87)].v[_90];
}
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