Added HLSL shader for descriptor indexing sample

This commit is contained in:
Sascha Willems 2021-01-29 09:58:41 +01:00
parent a86bdc2c44
commit ad447e10c4
7 changed files with 54 additions and 0 deletions

View file

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// Copyright 2021 Sascha Willems
// Non-uniform access is enabled at compile time via SPV_EXT_descriptor_indexing (see compile.py)
Texture2D textures[] : register(t1);
SamplerState samplerColorMap : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] int TextureIndex : TEXTUREINDEX0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
float4 main(VSOutput input) : SV_TARGET
{
return textures[NonUniformResourceIndex(input.TextureIndex)].Sample(samplerColorMap, input.UV);
}