xemu/subprojects/glslang/Test/spv.qcom.es.tileShading.0.frag

42 lines
1.4 KiB
GLSL

#version 310 es
#extension GL_QCOM_tile_shading : enable
precision highp int;
precision highp float;
layout (set=0, binding=0, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D input0;
layout (set=0, binding=1, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D color0;
layout (set=0, binding=2, tile_attachmentQCOM, rgba32i) uniform writeonly highp iimage2D color1;
// depth/stencil attachments
layout (set=0, binding=3, tile_attachmentQCOM, rgba32f) uniform readonly highp image2D depth;
layout (set=0, binding=4, tile_attachmentQCOM, rgba32ui) uniform writeonly highp uimage2D stencil;
layout (location=0) out vec4 fragColor;
void main()
{
// integer coordinates of the center of tile.
uvec2 o2 = uvec2(8, 4);
o2 = o2 / uvec2(2);
ivec2 offset = ivec2(gl_TileOffsetQCOM + (gl_TileDimensionQCOM/uvec3(2)).xy);
// read from attachments
vec4 colorA = imageLoad( color0, offset );
vec4 colorB = vec4(colorA);
vec4 colorC = imageLoad( input0, offset );
float d = imageLoad( depth, offset ).x;
uint s = uint(d);
// compute output value
ivec4 outColor = ivec4( colorB + colorB + colorC + vec4(d) + vec4(s) );
// write to attachments
imageStore( color1, offset, outColor );
imageStore( stencil, offset, uvec4(outColor) );
// write to color attachment 0 via fragment output
fragColor = vec4(outColor) + vec4(1.0, 0.0, 0.0, 1.0);
}