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Vulkan-Samples/shaders/descriptor_indexing/glsl/update-after-bind-quads.frag
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2025-09-04 10:54:47 +08:00

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1.7 KiB
GLSL

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