31 lines
604 B
GLSL
31 lines
604 B
GLSL
Texture2D<float4> uTex : register(t0);
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SamplerState uSampler : register(s1);
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static int2 FooOut;
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struct SPIRV_Cross_Output
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{
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int2 FooOut : SV_Target0;
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};
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uint2 SPIRV_Cross_textureSize(Texture2D<float4> Tex, uint Level, out uint Param)
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{
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uint2 ret;
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Tex.GetDimensions(Level, ret.x, ret.y, Param);
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return ret;
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}
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void frag_main()
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{
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uint _23_dummy_parameter;
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FooOut = int2(SPIRV_Cross_textureSize(uTex, uint(0), _23_dummy_parameter));
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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.FooOut = FooOut;
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return stage_output;
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}
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