xemu/subprojects/glslang/Test/spv.sampledImageBlock.frag

22 lines
498 B
GLSL

#version 450
layout(set = 0, binding = 0) uniform texture2D tex0;
layout(set = 0, binding = 1) uniform sampler samp0;
layout(set = 0, binding = 2) uniform ParamBuffer {
int cond;
} paramBuffer;
layout(location = 0) out vec4 fragColor;
layout(location = 0) in flat ivec2 texCoord;
void main() {
// get input
const vec4 texel = texelFetch(sampler2D(tex0, samp0),
paramBuffer.cond == 0 ? texCoord.xy : texCoord.yx,
0);
fragColor = vec4(texel.xyz, 1.0);
}