33 lines
736 B
GLSL
33 lines
736 B
GLSL
|
Texture2DMS<float4> uTex : register(t0);
|
||
|
SamplerState _uTex_sampler : register(s0);
|
||
|
|
||
|
static float4 gl_FragCoord;
|
||
|
static float4 FragColor;
|
||
|
|
||
|
struct SPIRV_Cross_Input
|
||
|
{
|
||
|
float4 gl_FragCoord : SV_Position;
|
||
|
};
|
||
|
|
||
|
struct SPIRV_Cross_Output
|
||
|
{
|
||
|
float4 FragColor : SV_Target0;
|
||
|
};
|
||
|
|
||
|
void frag_main()
|
||
|
{
|
||
|
FragColor = uTex.Load(int2(gl_FragCoord.xy), 0);
|
||
|
FragColor += uTex.Load(int2(gl_FragCoord.xy), 1);
|
||
|
FragColor += uTex.Load(int2(gl_FragCoord.xy), 2);
|
||
|
FragColor += uTex.Load(int2(gl_FragCoord.xy), 3);
|
||
|
}
|
||
|
|
||
|
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
||
|
{
|
||
|
gl_FragCoord = stage_input.gl_FragCoord;
|
||
|
frag_main();
|
||
|
SPIRV_Cross_Output stage_output;
|
||
|
stage_output.FragColor = FragColor;
|
||
|
return stage_output;
|
||
|
}
|