| #version 310 es |
| precision mediump float; |
| |
| layout(binding = 3, std140) uniform CBuffer |
| { |
| vec4 a; |
| } cbuf; |
| |
| layout(binding = 4) uniform sampler2D uSampledImage; |
| layout(binding = 5) uniform mediump texture2D uTexture; |
| layout(binding = 6) uniform mediump sampler uSampler; |
| |
| layout(location = 0) out vec4 FragColor; |
| layout(location = 0) in vec2 vTex; |
| |
| layout(std430, push_constant) uniform PushMe |
| { |
| vec4 d; |
| } registers; |
| |
| void main() |
| { |
| vec4 c0 = texture(uSampledImage, vTex); |
| vec4 c1 = texture(sampler2D(uTexture, uSampler), vTex); |
| vec4 c2 = cbuf.a + registers.d; |
| FragColor = c0 + c1 + c2; |
| } |