#version 450 #extension GL_EXT_nonuniform_qualifier : require #extension GL_EXT_samplerless_texture_functions : require layout(set = 0, binding = 0) uniform texture2D uSamplers[]; layout(set = 1, binding = 0) uniform texture2DMS uSamplersMS[]; layout(set = 2, binding = 4) uniform sampler2D uCombinedSamplers[]; layout(set = 3, binding = 1) uniform sampler uSamps[]; layout(location = 0) flat in int vIndex; layout(location = 1) in vec2 vUV; layout(location = 0) out vec4 FragColor; layout(r32f, set = 7, binding = 5) uniform image2D uImages[]; layout(r32ui, set = 8, binding = 5) uniform uimage2D uImagesU32[]; layout(set = 9, binding = 2) uniform UBO { vec4 v[64]; } ubos[]; layout(set = 10, binding = 3) buffer SSBO { uint counter; vec4 v[]; } ssbos[]; void main() { int i = vIndex; FragColor = texture(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[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)]; ssbos[nonuniformEXT(i + 60)].v[nonuniformEXT(i + 70)] = vec4(20.0); FragColor = texelFetch(uSamplers[nonuniformEXT(i + 10)], ivec2(vUV), 0); atomicAdd(ssbos[nonuniformEXT(i + 100)].counter, 100u); vec2 queried = textureQueryLod(nonuniformEXT(sampler2D(uSamplers[i + 10], uSamps[i + 40])), vUV); queried += textureQueryLod(uCombinedSamplers[nonuniformEXT(i + 10)], vUV); FragColor.xy += queried; FragColor.x += float(textureQueryLevels(uSamplers[nonuniformEXT(i + 20)])); FragColor.y += float(textureSamples(uSamplersMS[nonuniformEXT(i + 20)])); FragColor.xy += vec2(textureSize(uSamplers[nonuniformEXT(i + 20)], 0)); FragColor += imageLoad(uImages[nonuniformEXT(i + 50)], ivec2(vUV)); FragColor.xy += vec2(imageSize(uImages[nonuniformEXT(i + 20)])); imageStore(uImages[nonuniformEXT(i + 60)], ivec2(vUV), vec4(50.0)); imageAtomicAdd(uImagesU32[nonuniformEXT(i + 70)], ivec2(vUV), 40u); }