#version 450 core //TEST_DISABLED:COMPARE_GLSL:-profile glsl_fragment #if defined(__SLANG__) __import resources_in_structs; uniform U { Material m; }; in vec2 uv; out vec4 color; void main() { color = evaluateMaterial(m, uv); } #else struct Material { vec4 color; }; vec4 evaluateMaterial( Material m, texture2D m_t, sampler m_s, vec2 uv) { return m.color + texture(sampler2D(m_t, m_s), uv); } layout(binding = 0) uniform U { Material m; }; layout(binding = 1) uniform texture2D SLANG_parameterGroup_U_m_t; layout(binding = 2) uniform sampler SLANG_parameterGroup_U_m_s; layout(location = 0) in vec2 uv; layout(location = 0) out vec4 color; void main() { Material SLANG_tmp_0 = m; color = evaluateMaterial( SLANG_tmp_0, SLANG_parameterGroup_U_m_t, SLANG_parameterGroup_U_m_s, uv); } #endif