RetroArch/deps/SPIRV-Cross/shaders-msl/frag/sample-rate-frag-coord-samp...

12 lines
227 B
GLSL

#version 450
layout(set = 0, binding = 0) uniform sampler2DArray tex;
layout(location = 0) sample in float foo;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor = texture(tex, vec3(gl_FragCoord.xy, foo));
}