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

48 lines
1.4 KiB
GLSL

#version 310 es
#extension GL_EXT_texture_cube_map_array : require
precision highp float;
precision highp int;
uniform highp sampler2DShadow _group_1_binding_2_fs;
uniform highp sampler2DArrayShadow _group_1_binding_3_fs;
uniform highp samplerCubeShadow _group_1_binding_4_fs;
layout(location = 0) out float _fs2p_location0;
void main() {
float a_1 = 0.0;
vec2 tc = vec2(0.5);
vec3 tc3_ = vec3(0.5);
float _e8 = texture(_group_1_binding_2_fs, vec3(tc, 0.5));
float _e9 = a_1;
a_1 = (_e9 + _e8);
float _e14 = texture(_group_1_binding_3_fs, vec4(tc, 0u, 0.5));
float _e15 = a_1;
a_1 = (_e15 + _e14);
float _e20 = texture(_group_1_binding_3_fs, vec4(tc, 0, 0.5));
float _e21 = a_1;
a_1 = (_e21 + _e20);
float _e25 = texture(_group_1_binding_4_fs, vec4(tc3_, 0.5));
float _e26 = a_1;
a_1 = (_e26 + _e25);
float _e30 = textureLod(_group_1_binding_2_fs, vec3(tc, 0.5), 0.0);
float _e31 = a_1;
a_1 = (_e31 + _e30);
float _e36 = textureGrad(_group_1_binding_3_fs, vec4(tc, 0u, 0.5), vec2(0.0), vec2(0.0));
float _e37 = a_1;
a_1 = (_e37 + _e36);
float _e42 = textureGrad(_group_1_binding_3_fs, vec4(tc, 0, 0.5), vec2(0.0), vec2(0.0));
float _e43 = a_1;
a_1 = (_e43 + _e42);
float _e47 = textureGrad(_group_1_binding_4_fs, vec4(tc3_, 0.5), vec3(0.0), vec3(0.0));
float _e48 = a_1;
a_1 = (_e48 + _e47);
float _e50 = a_1;
_fs2p_location0 = _e50;
return;
}