#version 450 //DISABLED_TEST:COMPARE_GLSL: // Confirm implementation of GitHub issue #84 #if defined(__SLANG__) #define LAYOUT(X) /* empty */ #else #define LAYOUT(X) layout(X) #endif // Array of resources: should only use up one binding LAYOUT(binding = 0) uniform texture2D t[8]; // This should automatically get binding 1 LAYOUT(binding = 1) uniform sampler s; LAYOUT(binding = 2) uniform U { int i; }; LAYOUT(location = 0) in vec2 uv; LAYOUT(location = 0) out vec4 color; void main() { color = texture(sampler2D(t[i], s), uv); }