mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-11-27 01:03:41 +00:00
30 lines
994 B
GLSL
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;
|
|
}
|
|
|