/* param = [ -xoffset + skip_pixels, -yoffset, stride, image_height ] */
nir_variable *param_var =
nir_variable_create(b.shader, nir_var_uniform, glsl_vec4_type(), "param");
+ b.shader->num_uniforms += 4;
nir_ssa_def *param = nir_load_var(&b, param_var);
nir_variable *fragcoord =
nir_variable *layer_offset_var =
nir_variable_create(b.shader, nir_var_uniform,
glsl_int_type(), "layer_offset");
+ b.shader->num_uniforms += 1;
layer_offset_var->data.driver_location = 4;
nir_ssa_def *layer_offset = nir_load_var(&b, layer_offset_var);