yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
9e3f544d
main
1#version 310 es 2#extension GL_QCOM_image_processing3 : enable 3 4precision mediump float ; 5precision highp usampler2D ; 6precision highp sampler2D ; 7precision highp isampler2DArray ; 8 9layout (location = 0 ) in vec2 c2D; 10layout (location = 1 ) in vec3 c3D; 11layout (location = 2 ) in flat ivec2 offset; 12 13layout (location = 3 ) out vec4 FragColor; 14 15layout (binding = 0 ) uniform highp usampler2D usamp2d; 16layout (binding = 1 ) uniform highp isampler2D isamp2d; 17layout (binding = 2 ) uniform highp sampler2D fsamp2d; 18 19layout (binding = 3 ) uniform highp usampler2DArray usamp2da; 20layout (binding = 4 ) uniform highp isampler2DArray isamp2da; 21layout (binding = 5 ) uniform highp sampler2DArray fsamp2da; 22 23void main() 24{ 25vec4 sum = vec4( 0.0f ); 26 27sum += vec4(textureGather4x1QCOM(usamp2d, c2D)); 28sum += vec4(textureGather4x1QCOM(usamp2d, c2D, 0 )); 29sum += vec4(textureGather4x1QCOM(isamp2d, c2D)); 30sum += vec4(textureGather4x1QCOM(isamp2d, c2D, 1 )); 31sum += vec4(textureGather4x1QCOM(fsamp2d, c2D)); 32sum += vec4(textureGather4x1QCOM(fsamp2d, c2D, 2 )); 33 34sum += vec4(textureGatherV2QCOM(usamp2d, c2D)); 35sum += vec4(textureGatherV2QCOM(usamp2d, c2D, 1 )); 36sum += vec4(textureGatherV2QCOM(isamp2d, c2D)); 37sum += vec4(textureGatherV2QCOM(isamp2d, c2D, 2 )); 38sum += vec4(textureGatherV2QCOM(fsamp2d, c2D)); 39sum += vec4(textureGatherV2QCOM(fsamp2d, c2D, 3 )); 40 41sum += vec4(textureGatherH2QCOM(usamp2d, c2D)); 42sum += vec4(textureGatherH2QCOM(usamp2d, c2D, 0 )); 43sum += vec4(textureGatherH2QCOM(isamp2d, c2D)); 44sum += vec4(textureGatherH2QCOM(isamp2d, c2D, 1 )); 45sum += vec4(textureGatherH2QCOM(fsamp2d, c2D)); 46sum += vec4(textureGatherH2QCOM(fsamp2d, c2D, 2 )); 47 48sum += vec4(textureGatherDQCOM(usamp2d, c2D)); 49sum += vec4(textureGatherDQCOM(usamp2d, c2D, 1 )); 50sum += vec4(textureGatherDQCOM(isamp2d, c2D)); 51sum += vec4(textureGatherDQCOM(isamp2d, c2D, 2 )); 52sum += vec4(textureGatherDQCOM(fsamp2d, c2D)); 53sum += vec4(textureGatherDQCOM(fsamp2d, c2D, 3 )); 54 55sum += vec4(textureGather4x1QCOM(usamp2da, c3D)); 56sum += vec4(textureGather4x1QCOM(isamp2da, c3D)); 57sum += vec4(textureGather4x1QCOM(fsamp2da, c3D)); 58 59sum += vec4(textureGatherV2QCOM(usamp2da, c3D)); 60sum += vec4(textureGatherV2QCOM(isamp2da, c3D)); 61sum += vec4(textureGatherV2QCOM(fsamp2da, c3D)); 62 63sum += vec4(textureGatherH2QCOM(usamp2da, c3D)); 64sum += vec4(textureGatherH2QCOM(isamp2da, c3D)); 65sum += vec4(textureGatherH2QCOM(fsamp2da, c3D)); 66 67sum += vec4(textureGatherDQCOM(usamp2da, c3D)); 68sum += vec4(textureGatherDQCOM(isamp2da, c3D)); 69sum += vec4(textureGatherDQCOM(fsamp2da, c3D)); 70 71// textureGather*OffsetQCOM 72sum += vec4(textureGather4x1OffsetQCOM(usamp2d, c2D, offset)); 73sum += vec4(textureGather4x1OffsetQCOM(usamp2d, c2D, offset, 0 )); 74sum += vec4(textureGather4x1OffsetQCOM(isamp2d, c2D, offset)); 75sum += vec4(textureGather4x1OffsetQCOM(isamp2d, c2D, offset, 1 )); 76sum += vec4(textureGather4x1OffsetQCOM(fsamp2d, c2D, offset)); 77sum += vec4(textureGather4x1OffsetQCOM(fsamp2d, c2D, offset, 2 )); 78 79sum += vec4(textureGatherV2OffsetQCOM(usamp2d, c2D, offset)); 80sum += vec4(textureGatherV2OffsetQCOM(usamp2d, c2D, offset, 1 )); 81sum += vec4(textureGatherV2OffsetQCOM(isamp2d, c2D, offset)); 82sum += vec4(textureGatherV2OffsetQCOM(isamp2d, c2D, offset, 2 )); 83sum += vec4(textureGatherV2OffsetQCOM(fsamp2d, c2D, offset)); 84sum += vec4(textureGatherV2OffsetQCOM(fsamp2d, c2D, offset, 3 )); 85 86sum += vec4(textureGatherH2OffsetQCOM(usamp2d, c2D, offset)); 87sum += vec4(textureGatherH2OffsetQCOM(usamp2d, c2D, offset, 0 )); 88sum += vec4(textureGatherH2OffsetQCOM(isamp2d, c2D, offset)); 89sum += vec4(textureGatherH2OffsetQCOM(isamp2d, c2D, offset, 1 )); 90sum += vec4(textureGatherH2OffsetQCOM(fsamp2d, c2D, offset)); 91sum += vec4(textureGatherH2OffsetQCOM(fsamp2d, c2D, offset, 2 )); 92 93sum += vec4(textureGatherDOffsetQCOM(usamp2d, c2D, offset)); 94sum += vec4(textureGatherDOffsetQCOM(usamp2d, c2D, offset, 1 )); 95sum += vec4(textureGatherDOffsetQCOM(isamp2d, c2D, offset)); 96sum += vec4(textureGatherDOffsetQCOM(isamp2d, c2D, offset, 2 )); 97sum += vec4(textureGatherDOffsetQCOM(fsamp2d, c2D, offset)); 98sum += vec4(textureGatherDOffsetQCOM(fsamp2d, c2D, offset, 3 )); 99 100sum += vec4(textureGather4x1OffsetQCOM(usamp2da, c3D, offset)); 101sum += vec4(textureGather4x1OffsetQCOM(isamp2da, c3D, offset)); 102sum += vec4(textureGather4x1OffsetQCOM(fsamp2da, c3D, offset)); 103 104sum += vec4(textureGatherV2OffsetQCOM(usamp2da, c3D, offset)); 105sum += vec4(textureGatherV2OffsetQCOM(isamp2da, c3D, offset)); 106sum += vec4(textureGatherV2OffsetQCOM(fsamp2da, c3D, offset)); 107 108sum += vec4(textureGatherH2OffsetQCOM(usamp2da, c3D, offset)); 109sum += vec4(textureGatherH2OffsetQCOM(isamp2da, c3D, offset)); 110sum += vec4(textureGatherH2OffsetQCOM(fsamp2da, c3D, offset)); 111 112sum += vec4(textureGatherDOffsetQCOM(usamp2da, c3D, offset)); 113sum += vec4(textureGatherDOffsetQCOM(isamp2da, c3D, offset)); 114sum += vec4(textureGatherDOffsetQCOM(fsamp2da, c3D, offset)); 115 116FragColor = sum ; 117}