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#version 450
#extension GL_QCOM_image_processing : require
precision highp float;
// fragment shader inputs and outputs
layout (location = 0) in vec4 v_texcoord;
layout (location = 0) out vec4 fragColor;
// fragment shader resources
layout(set = 0, binding = 0) uniform texture2DArray tex2DArray_weights;
layout(set = 0, binding = 1) uniform texture2D tex2D_src1;
layout(set = 0, binding = 2) uniform texture2D tex2D_src2;
layout(set = 0, binding = 3) uniform sampler samp;
layout(set = 0, binding = 4) uniform sampler2D tex_samp;
void main()
{
vec2 boxSize = vec2(2.5, 4.5);
fragColor = textureBoxFilterQCOM(
sampler2D(tex2D_src1, samp), // source texture
v_texcoord.xy, // tex coords
boxSize); // box size
fragColor = textureBoxFilterQCOM(
tex_samp, // combined source texture
v_texcoord.xy, // tex coords
boxSize); // box size
}
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