yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
10ee92fe
main
1#version 450 2#extension GL_QCOM_image_processing : require 3#extension GL_QCOM_image_processing2 : require 4 5precision highp float ; 6 7// fragment shader inputs and outputs 8layout (location = 0 ) in vec4 v_texcoord; 9 10layout (location = 0 ) out vec4 fragColor; 11 12// fragment shader resources 13layout (set = 0 , binding = 0 ) uniform texture2DArray tex2DArray_weights; 14layout (set = 0 , binding = 1 ) uniform texture2D tex2D_src1; 15layout (set = 0 , binding = 2 ) uniform texture2D tex2D_src2; 16layout (set = 0 , binding = 3 ) uniform sampler samp; 17layout (set = 0 , binding = 4 ) uniform sampler2D target_samp; 18layout (set = 0 , binding = 5 ) uniform sampler2D ref_samp; 19 20void main() 21{ 22 23uvec2 tgt_coords; tgt_coords. x = uint(v_texcoord. x ); tgt_coords. x = uint(v_texcoord. y ); 24uvec2 ref_coords; ref_coords. x = uint(v_texcoord. z ); ref_coords. y = uint(v_texcoord. w ); 25uvec2 blockSize = uvec2( 4 , 4 ); 26fragColor = textureBlockMatchWindowSSDQCOM( 27sampler2D(tex2D_src1, samp), // target texture 28tgt_coords, // target coords 29sampler2D(tex2D_src2, samp), // reference texture 30ref_coords, // reference coords 31blockSize); // block size 32fragColor = textureBlockMatchWindowSSDQCOM( 33target_samp, // target texture 34tgt_coords, // target coords 35ref_samp, // reference texture 36ref_coords, // reference coords 37blockSize); // block size 38} 39 40