SPIRV-Cross/reference/shaders-hlsl/frag/sampler-array.frag

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2018-01-04 11:28:57 +00:00
Texture2D<float4> uCombined[4] : register(t0);
SamplerState _uCombined_sampler[4] : register(s0);
Texture2D<float4> uTex[4] : register(t4);
SamplerState uSampler[4] : register(s8);
RWTexture2D<float4> uImage[8] : register(u12);
static float4 gl_FragCoord;
static float2 vTex;
static int vIndex;
struct SPIRV_Cross_Input
{
float2 vTex : TEXCOORD0;
nointerpolation int vIndex : TEXCOORD1;
float4 gl_FragCoord : SV_Position;
};
float4 sample_in_function(Texture2D<float4> samp, SamplerState _samp_sampler)
{
return samp.Sample(_samp_sampler, vTex);
}
float4 sample_in_function2(Texture2D<float4> tex, SamplerState samp)
{
return tex.Sample(samp, vTex);
}
void frag_main()
{
float4 color = uCombined[vIndex].Sample(_uCombined_sampler[vIndex], vTex);
color += uTex[vIndex].Sample(uSampler[vIndex], vTex);
color += sample_in_function(uCombined[vIndex + 1], _uCombined_sampler[vIndex + 1]);
color += sample_in_function2(uTex[vIndex + 1], uSampler[vIndex + 1]);
uImage[vIndex][int2(gl_FragCoord.xy)] = color;
}
void main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
vTex = stage_input.vTex;
vIndex = stage_input.vIndex;
frag_main();
}