RetroArch/deps/SPIRV-Cross/reference/opt/shaders/flatten/multi-dimensional.desktop.f...

31 lines
747 B
GLSL

#version 450
layout(binding = 0) uniform sampler2D uTextures[2 * 3 * 1];
layout(location = 1) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(location = 0) flat in int vIndex;
void main()
{
int _92;
_92 = 0;
vec4 values3[2 * 3 * 1];
for (; _92 < 2; _92++)
{
int _93;
_93 = 0;
for (; _93 < 3; _93++)
{
for (int _95 = 0; _95 < 1; )
{
values3[_92 * 3 * 1 + _93 * 1 + _95] = texture(uTextures[_92 * 3 * 1 + _93 * 1 + _95], vUV);
_95++;
continue;
}
}
}
FragColor = (values3[1 * 3 * 1 + 2 * 1 + 0] + values3[0 * 3 * 1 + 2 * 1 + 0]) + values3[(vIndex + 1) * 3 * 1 + 2 * 1 + vIndex];
}