18a4accd2f
We need to divide the Dref by q.
52 lines
1.5 KiB
GLSL
52 lines
1.5 KiB
GLSL
Texture1D<float4> uShadow1D : register(t0);
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SamplerComparisonState _uShadow1D_sampler : register(s0);
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Texture2D<float4> uShadow2D : register(t1);
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SamplerComparisonState _uShadow2D_sampler : register(s1);
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Texture1D<float4> uSampler1D : register(t2);
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SamplerState _uSampler1D_sampler : register(s2);
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Texture2D<float4> uSampler2D : register(t3);
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SamplerState _uSampler2D_sampler : register(s3);
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Texture3D<float4> uSampler3D : register(t4);
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SamplerState _uSampler3D_sampler : register(s4);
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static float FragColor;
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static float4 vClip4;
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static float2 vClip2;
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static float3 vClip3;
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struct SPIRV_Cross_Input
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{
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float3 vClip3 : TEXCOORD0;
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float4 vClip4 : TEXCOORD1;
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float2 vClip2 : TEXCOORD2;
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};
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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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void frag_main()
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{
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float4 _20 = vClip4;
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_20.y = vClip4.w;
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FragColor = uShadow1D.SampleCmp(_uShadow1D_sampler, _20.x / _20.y, vClip4.z / _20.y);
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float4 _30 = vClip4;
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_30.z = vClip4.w;
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FragColor = uShadow2D.SampleCmp(_uShadow2D_sampler, _30.xy / _30.z, vClip4.z / _30.z);
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FragColor = uSampler1D.Sample(_uSampler1D_sampler, vClip2.x / vClip2.y).x;
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FragColor = uSampler2D.Sample(_uSampler2D_sampler, vClip3.xy / vClip3.z).x;
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FragColor = uSampler3D.Sample(_uSampler3D_sampler, vClip4.xyz / vClip4.w).x;
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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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vClip4 = stage_input.vClip4;
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vClip2 = stage_input.vClip2;
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vClip3 = stage_input.vClip3;
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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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