44 lines
1.7 KiB
GLSL
44 lines
1.7 KiB
GLSL
#version 450
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/* Copyright (c) 2021-2024, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#extension GL_EXT_nonuniform_qualifier : require
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layout(set = 0, binding = 0) uniform texture2D Textures[];
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layout(set = 1, binding = 0) uniform sampler ImmutableSampler;
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layout(location = 0) in vec2 in_uv;
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layout(location = 0) out vec4 out_frag_color;
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layout(push_constant) uniform Registers
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{
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// Offset 0 is used by vertex.
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layout(offset = 4) uint table_offset;
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} registers;
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void main()
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{
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// This is a very common usage pattern for streamed descriptors with UPDATE_AFTER_BIND.
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// We only need to update push constants, and our materials can access new descriptors.
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// This avoids having to allocate and manage individual descriptor sets.
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// It does mean that the chance to introduce bugs is higher however ...
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// A push constant must be dynamically uniform over our draw call, so we do not have to do anything here.
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// This is simply considered dynamic indexing, which is a feature in core Vulkan 1.0.
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out_frag_color = texture(sampler2D(Textures[registers.table_offset], ImmutableSampler), in_uv);
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}
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