SPIRV 리플랙션 / texturearray
  
  
  
    
    
      Vertex Shader
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec2 inUV;
struct Instance
{
    mat4 model;
    vec4 arrayIndex;
};
layout (binding = 0) uniform UBO 
{
    mat4 projection;
    mat4 view;
    Instance instance[8];
} ubo;
layout (location = 0) out vec3 outUV;
void main() 
{
    outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex.x);
    mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
    gl_Position = ubo.projection * modelView * inPos;
}
Fragment Shader
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inUV;
layout (location = 0) out vec4 outFragColor;
void main() 
{
    outFragColor = texture(samplerArray, inUV);
}
 
     
   
 
          
        
          
          Change History (4)
          
              
                
  
  
    
    
    
      
        | Milestone: | 
        
            → pipelineReflection
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        | Version: | 
        
            → 2.0
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        | Component: | 
        
            일반 →
            Graphics/Compute Pipeline
         | 
      
        | Status: | 
        
            assigned →
            accepted
         | 
      
    
   
               
              
                
  
  
    
    
    
      
        | Description: | 
        
          modified (diff)
         | 
      
        | Type: | 
        
            기타 →
            작업
         | 
      
    
   
    
               
              
                
  
  
    
    
    
      
        | Description: | 
        
          modified (diff)
         |