SPIRV-Cross/reference/shaders-hlsl/frag/control-dependent-in-branch.desktop.frag

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Texture2D<float4> uSampler : register(t0);
SamplerState _uSampler_sampler : register(s0);
static float4 FragColor;
static float4 vInput;
struct SPIRV_Cross_Input
{
float4 vInput : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
FragColor = vInput;
float4 t = uSampler.Sample(_uSampler_sampler, vInput.xy);
float4 d0 = ddx(vInput);
float4 d1 = ddy(vInput);
float4 d2 = fwidth(vInput);
float4 d3 = ddx_coarse(vInput);
float4 d4 = ddy_coarse(vInput);
float4 d5 = fwidth(vInput);
float4 d6 = ddx_fine(vInput);
float4 d7 = ddy_fine(vInput);
float4 d8 = fwidth(vInput);
float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
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float2 _56 = _56_tmp.xx;
float2 lod = _56;
if (vInput.y > 10.0f)
{
FragColor += t;
FragColor += d0;
FragColor += d1;
FragColor += d2;
FragColor += d3;
FragColor += d4;
FragColor += d5;
FragColor += d6;
FragColor += d7;
FragColor += d8;
FragColor += lod.xyxy;
}
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vInput = stage_input.vInput;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}