#[vertex] #version 450 #VERSION_DEFINES #ifdef MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview #endif //MULTIVIEW #ifdef MULTIVIEW layout(location = 0) out vec3 uv_interp; #else layout(location = 0) out vec2 uv_interp; #endif void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv_interp.xy = base_arr[gl_VertexIndex]; #ifdef MULTIVIEW uv_interp.z = ViewIndex; #endif gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0); } #[fragment] #version 450 #VERSION_DEFINES #ifdef MULTIVIEW #ifdef has_VK_KHR_multiview #extension GL_EXT_multiview : enable #define ViewIndex gl_ViewIndex #else // has_VK_KHR_multiview #define ViewIndex 0 #endif // has_VK_KHR_multiview #endif //MULTIVIEW #ifdef MULTIVIEW layout(location = 0) in vec3 uv_interp; layout(set = 0, binding = 0) uniform sampler2DArray source_color; #else /* MULTIVIEW */ layout(location = 0) in vec2 uv_interp; layout(set = 0, binding = 0) uniform sampler2D source_color; #endif /* MULTIVIEW */ layout(location = 0) out uint frag_color; void main() { #ifdef MULTIVIEW vec3 uv = uv_interp; #else vec2 uv = uv_interp; #endif #ifdef MULTIVIEW vec4 color = textureLod(source_color, uv, 0.0); #else /* MULTIVIEW */ vec4 color = textureLod(source_color, uv, 0.0); #endif /* MULTIVIEW */ // See if we can change the sampler to one that returns int... frag_color = uint(color.r * 256.0); }