wgpu/naga/tests/out/glsl/image.gather.Fragment.glsl
2023-10-25 14:25:04 -04:00

30 lines
994 B
GLSL

#version 310 es
#extension GL_EXT_texture_cube_map_array : require
precision highp float;
precision highp int;
uniform highp sampler2D _group_0_binding_1_fs;
uniform highp usampler2D _group_0_binding_2_fs;
uniform highp isampler2D _group_0_binding_3_fs;
uniform highp sampler2DShadow _group_1_binding_2_fs;
layout(location = 0) out vec4 _fs2p_location0;
void main() {
vec2 tc = vec2(0.5);
vec4 s2d = textureGather(_group_0_binding_1_fs, vec2(tc), 1);
vec4 s2d_offset = textureGatherOffset(_group_0_binding_1_fs, vec2(tc), ivec2(3, 1), 3);
vec4 s2d_depth = textureGather(_group_1_binding_2_fs, vec2(tc), 0.5);
vec4 s2d_depth_offset = textureGatherOffset(_group_1_binding_2_fs, vec2(tc), 0.5, ivec2(3, 1));
uvec4 u = textureGather(_group_0_binding_2_fs, vec2(tc), 0);
ivec4 i = textureGather(_group_0_binding_3_fs, vec2(tc), 0);
vec4 f = (vec4(u) + vec4(i));
_fs2p_location0 = ((((s2d + s2d_offset) + s2d_depth) + s2d_depth_offset) + f);
return;
}