33 lines
716 B
GLSL
33 lines
716 B
GLSL
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uniform sampler2D uSampler;
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static float4 FragColor;
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static float2 vUV;
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struct SPIRV_Cross_Input
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{
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float2 vUV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : COLOR0;
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};
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void frag_main()
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{
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float3 _23 = float3(vUV, 5.0f);
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FragColor = tex2Dproj(uSampler, float4(_23.xy, 0.0, _23.z));
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FragColor += tex2Dbias(uSampler, float4(vUV, 0.0, 3.0f));
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FragColor += tex2Dlod(uSampler, float4(vUV, 0.0, 2.0f));
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FragColor += tex2Dgrad(uSampler, vUV, 4.0f.xx, 5.0f.xx);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vUV = stage_input.vUV;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = float4(FragColor);
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return stage_output;
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}
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