| #version 450 |
| #extension GL_EXT_nonuniform_qualifier : require |
| |
| layout(binding = 0) uniform texture2D uSamplers[8]; |
| layout(binding = 8) uniform sampler2D uCombinedSamplers[8]; |
| layout(binding = 1) uniform sampler uSamps[7]; |
| layout(location = 0) flat in int vIndex; |
| layout(location = 1) in vec2 vUV; |
| layout(location = 0) out vec4 FragColor; |
| |
| layout(set = 0, binding = 0) uniform UBO |
| { |
| vec4 v[64]; |
| } ubos[2]; |
| |
| layout(set = 0, binding = 2) readonly buffer SSBO |
| { |
| vec4 v[]; |
| } ssbos[2]; |
| |
| void main() |
| { |
| int i = vIndex; |
| FragColor = texture(sampler2D(uSamplers[nonuniformEXT(i + 10)], uSamps[nonuniformEXT(i + 40)]), vUV); |
| FragColor = texture(uCombinedSamplers[nonuniformEXT(i + 10)], vUV); |
| FragColor += ubos[nonuniformEXT(i + 20)].v[nonuniformEXT(i + 40)]; |
| FragColor += ssbos[nonuniformEXT(i + 50)].v[nonuniformEXT(i + 60)]; |
| } |