{
nir_builder b;
char name[64];
- const struct glsl_type *input_img_type =
- glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false,
- GLSL_TYPE_FLOAT);
- const struct glsl_type *output_img_type =
+ const struct glsl_type *img_type =
glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false,
GLSL_TYPE_FLOAT);
b.shader->info.cs.local_size[2] = 1;
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
- input_img_type, "s_tex");
+ img_type, "s_tex");
input_img->data.descriptor_set = 0;
input_img->data.binding = 0;
nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform,
- output_img_type, "out_img");
+ img_type, "out_img");
output_img->data.descriptor_set = 0;
output_img->data.binding = 1;