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33 lines
1.2 KiB
GLSL
33 lines
1.2 KiB
GLSL
#version 450
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#extension GL_QCOM_image_processing : require
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precision highp float;
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// fragment shader inputs and outputs
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layout (location = 0) in vec4 v_texcoord;
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layout (location = 0) out vec4 fragColor;
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// fragment shader resources
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layout(set = 0, binding = 0) uniform texture2DArray tex2DArray_weights;
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layout(set = 0, binding = 1) uniform texture2D tex2D_src1;
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layout(set = 0, binding = 2) uniform texture2D tex2D_src2;
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layout(set = 0, binding = 3) uniform sampler samp;
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layout(set = 0, binding = 4) uniform sampler2D tex_samp;
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layout(set = 0, binding = 5) uniform sampler2DArray tex_samp_array;
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void main()
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{
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fragColor = textureWeightedQCOM(
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sampler2D(tex2D_src1, samp), // source texture
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v_texcoord.xy, // tex coords
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sampler2DArray(tex2DArray_weights, samp)); // weight texture
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fragColor = textureWeightedQCOM(
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tex_samp, // combined source texture
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v_texcoord.xy, // tex coords
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tex_samp_array); // combined weight texture
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}
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