slang-shaders/test/feedback-noncausal.slang
2016-03-26 18:27:36 +01:00

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 PassOutputSize0;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
// This should intentionally fail to validate in the frontend.
layout(set = 0, binding = 2) uniform sampler2D PassOutput0;
void main()
{
vec2 tex = floor(global.PassOutputSize0.xy * vTexCoord);
tex = (tex + 0.5) * global.PassOutputSize0.zw;
vec3 current = texture(Source, tex).rgb;
vec3 prev = texture(PassOutput0, tex).rgb;
FragColor = vec4(mix(current, prev, 0.8), 1.0);
}