SPIRV-Cross/reference/shaders-hlsl/frag/tex-sampling.frag

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Texture1D<float4> tex1d;
SamplerState _tex1d_sampler;
Texture2D<float4> tex2d;
SamplerState _tex2d_sampler;
Texture3D<float4> tex3d;
SamplerState _tex3d_sampler;
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TextureCube<float4> texCube;
SamplerState _texCube_sampler;
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Texture1D<float4> tex1dShadow;
SamplerComparisonState _tex1dShadow_sampler;
Texture2D<float4> tex2dShadow;
SamplerComparisonState _tex2dShadow_sampler;
TextureCube<float4> texCubeShadow;
SamplerComparisonState _texCubeShadow_sampler;
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Texture1DArray<float4> tex1dArray;
SamplerState _tex1dArray_sampler;
Texture2DArray<float4> tex2dArray;
SamplerState _tex2dArray_sampler;
TextureCubeArray<float4> texCubeArray;
SamplerState _texCubeArray_sampler;
Texture2D<float4> separateTex2d;
SamplerState samplerNonDepth;
Texture2D<float4> separateTex2dDepth;
SamplerComparisonState samplerDepth;
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static float texCoord1d;
static float2 texCoord2d;
static float3 texCoord3d;
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static float4 texCoord4d;
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static float4 FragColor;
struct SPIRV_Cross_Input
{
float texCoord1d : TEXCOORD0;
float2 texCoord2d : TEXCOORD1;
float3 texCoord3d : TEXCOORD2;
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float4 texCoord4d : TEXCOORD3;
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};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
float SPIRV_Cross_projectTextureCoordinate(float2 coord)
{
return coord.x / coord.y;
}
float2 SPIRV_Cross_projectTextureCoordinate(float3 coord)
{
return float2(coord.x, coord.y) / coord.z;
}
float3 SPIRV_Cross_projectTextureCoordinate(float4 coord)
{
return float3(coord.x, coord.y, coord.z) / coord.w;
}
void frag_main()
{
float4 texcolor = tex1d.Sample(_tex1d_sampler, texCoord1d);
texcolor += tex1d.Sample(_tex1d_sampler, texCoord1d, 1);
texcolor += tex1d.SampleLevel(_tex1d_sampler, texCoord1d, 2.0f);
texcolor += tex1d.SampleGrad(_tex1d_sampler, texCoord1d, 1.0f, 2.0f);
texcolor += tex1d.Sample(_tex1d_sampler, SPIRV_Cross_projectTextureCoordinate(float2(texCoord1d, 2.0f)));
texcolor += tex1d.SampleBias(_tex1d_sampler, texCoord1d, 1.0f);
texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d);
texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2));
texcolor += tex2d.SampleLevel(_tex2d_sampler, texCoord2d, 2.0f);
texcolor += tex2d.SampleGrad(_tex2d_sampler, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f));
texcolor += tex2d.Sample(_tex2d_sampler, SPIRV_Cross_projectTextureCoordinate(float3(texCoord2d, 2.0f)));
texcolor += tex2d.SampleBias(_tex2d_sampler, texCoord2d, 1.0f);
texcolor += tex3d.Sample(_tex3d_sampler, texCoord3d);
texcolor += tex3d.Sample(_tex3d_sampler, texCoord3d, int3(1, 2, 3));
texcolor += tex3d.SampleLevel(_tex3d_sampler, texCoord3d, 2.0f);
texcolor += tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f));
texcolor += tex3d.Sample(_tex3d_sampler, SPIRV_Cross_projectTextureCoordinate(float4(texCoord3d, 2.0f)));
texcolor += tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f);
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texcolor += texCube.Sample(_texCube_sampler, texCoord3d);
texcolor += texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f);
texcolor += texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f);
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float3 _170 = float3(texCoord1d, 0.0f, 0.0f);
texcolor.w += tex1dShadow.SampleCmp(_tex1dShadow_sampler, _170.x, _170.z);
float3 _188 = float3(texCoord2d, 0.0f);
texcolor.w += tex2dShadow.SampleCmp(_tex2dShadow_sampler, _188.xy, _188.z);
float4 _204 = float4(texCoord3d, 0.0f);
texcolor.w += texCubeShadow.SampleCmp(_texCubeShadow_sampler, _204.xyz, _204.w);
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texcolor += tex1dArray.Sample(_tex1dArray_sampler, texCoord2d);
texcolor += tex2dArray.Sample(_tex2dArray_sampler, texCoord3d);
texcolor += texCubeArray.Sample(_texCubeArray_sampler, texCoord4d);
texcolor += tex2d.Gather(_tex2d_sampler, texCoord2d, 0);
texcolor += tex2d.Load(int3(int2(1, 2), 0));
texcolor += separateTex2d.Sample(samplerNonDepth, texCoord2d);
texcolor.w += separateTex2dDepth.SampleCmp(samplerDepth, texCoord3d.xy, texCoord3d.z);
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FragColor = texcolor;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
texCoord1d = stage_input.texCoord1d;
texCoord2d = stage_input.texCoord2d;
texCoord3d = stage_input.texCoord3d;
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texCoord4d = stage_input.texCoord4d;
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frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}