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#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
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