blob: 0d10028936b5ce7aac0196817b71b76b1cc17861 [file] [log] [blame]
#version 450
#extension GL_QCOM_image_processing : require
precision highp float;
// fragment shader inputs and outputs
layout (location = 0) in vec4 v_texcoord;
layout (location = 0) out vec4 fragColor;
// fragment shader resources
layout(set = 0, binding = 0) uniform texture2DArray tex2DArray_weights;
layout(set = 0, binding = 1) uniform texture2D tex2D_src1;
layout(set = 0, binding = 2) uniform texture2D tex2D_src2;
layout(set = 0, binding = 3) uniform sampler samp;
layout(set = 0, binding = 4) uniform sampler2D tex_samp;
layout(set = 0, binding = 5) uniform sampler2DArray tex_samp_array;
void main()
{
fragColor = textureWeightedQCOM(
sampler2D(tex2D_src1, samp), // source texture
v_texcoord.xy, // tex coords
sampler2DArray(tex2DArray_weights, samp)); // weight texture
fragColor = textureWeightedQCOM(
tex_samp, // combined source texture
v_texcoord.xy, // tex coords
tex_samp_array); // combined weight texture
}