24 lines
466 B
GLSL
24 lines
466 B
GLSL
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#version 450
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layout(binding = 0) uniform sampler2DShadow uShadow;
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uniform sampler2DShadow SPIRV_Cross_CombineduTextureuSampler;
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layout(location = 0) in vec3 vUV;
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layout(location = 0) out float FragColor;
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float sample_combined()
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{
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return texture(uShadow, vec3(vUV.xy, vUV.z));
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}
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float sample_separate()
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{
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return texture(SPIRV_Cross_CombineduTextureuSampler, vec3(vUV.xy, vUV.z));
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}
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void main()
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{
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FragColor = sample_combined() + sample_separate();
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}
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