Fix GatherDref on GLSL.
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reference/opt/shaders-msl/frag/gather-dref.frag
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reference/opt/shaders-msl/frag/gather-dref.frag
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uT [[texture(0)]], sampler uTSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = uT.gather_compare(uTSmplr, in.vUV.xy, in.vUV.z);
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return out;
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}
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reference/opt/shaders/frag/gather-dref.frag
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reference/opt/shaders/frag/gather-dref.frag
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 0) uniform mediump sampler2DShadow uT;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec3 vUV;
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void main()
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{
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FragColor = textureGather(uT, vUV.xy, vUV.z);
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}
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reference/shaders-msl/frag/gather-dref.frag
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reference/shaders-msl/frag/gather-dref.frag
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_in
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{
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float3 vUV [[user(locn0)]];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], depth2d<float> uT [[texture(0)]], sampler uTSmplr [[sampler(0)]])
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{
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main0_out out = {};
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out.FragColor = uT.gather_compare(uTSmplr, in.vUV.xy, in.vUV.z);
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return out;
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}
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reference/shaders/frag/gather-dref.frag
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reference/shaders/frag/gather-dref.frag
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 0) uniform mediump sampler2DShadow uT;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec3 vUV;
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void main()
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{
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FragColor = textureGather(uT, vUV.xy, vUV.z);
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}
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shaders-msl/frag/gather-dref.frag
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shaders-msl/frag/gather-dref.frag
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#version 310 es
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precision mediump float;
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layout(binding = 0) uniform mediump sampler2DShadow uT;
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layout(location = 0) in vec3 vUV;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = textureGather(uT, vUV.xy, vUV.z);
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}
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shaders/frag/gather-dref.frag
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shaders/frag/gather-dref.frag
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#version 310 es
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precision mediump float;
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layout(binding = 0) uniform mediump sampler2DShadow uT;
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layout(location = 0) in vec3 vUV;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = textureGather(uT, vUV.xy, vUV.z);
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}
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@ -3940,7 +3940,7 @@ std::string CompilerGLSL::convert_separate_image_to_combined(uint32_t id)
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}
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// Returns the function args for a texture sampling function for the specified image and sampling characteristics.
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string CompilerGLSL::to_function_args(uint32_t img, const SPIRType &imgtype, bool is_fetch, bool, bool is_proj,
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string CompilerGLSL::to_function_args(uint32_t img, const SPIRType &imgtype, bool is_fetch, bool is_gather, bool is_proj,
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uint32_t coord, uint32_t coord_components, uint32_t dref, uint32_t grad_x,
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uint32_t grad_y, uint32_t lod, uint32_t coffset, uint32_t offset, uint32_t bias,
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uint32_t comp, uint32_t sample, bool *p_forward)
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@ -3998,7 +3998,7 @@ string CompilerGLSL::to_function_args(uint32_t img, const SPIRType &imgtype, boo
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forward = forward && should_forward(dref);
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// SPIR-V splits dref and coordinate.
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if (coord_components == 4) // GLSL also splits the arguments in two.
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if (is_gather || coord_components == 4) // GLSL also splits the arguments in two. Same for textureGather.
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{
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farg_str += ", ";
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farg_str += to_expression(coord);
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