4590c63b40
Add scalar swizzling to constant composites as well.
41 lines
804 B
GLSL
41 lines
804 B
GLSL
Texture2D<float4> uDepth : register(t2);
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SamplerComparisonState uSampler : register(s0);
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SamplerState uSampler1 : register(s1);
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static float FragColor;
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struct SPIRV_Cross_Output
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{
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float FragColor : SV_Target0;
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};
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float samp2(Texture2D<float4> t, SamplerComparisonState s)
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{
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return t.SampleCmp(s, 1.0f.xxx.xy, 1.0f.xxx.z);
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}
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float samp3(Texture2D<float4> t, SamplerState s)
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{
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return t.Sample(s, 1.0f.xx).x;
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}
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float samp(Texture2D<float4> t, SamplerComparisonState s, SamplerState s1)
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{
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float r0 = samp2(t, s);
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float r1 = samp3(t, s1);
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return r0 + r1;
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}
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void frag_main()
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{
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FragColor = samp(uDepth, uSampler, uSampler1);
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}
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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