226d837d7e
HLSL just picked the variable name which did not work as expected for some users. Use the same logic as GLSL and set up declared_block_names, so the actual name can be queried later.
45 lines
906 B
GLSL
45 lines
906 B
GLSL
cbuffer CBuffer : register(b3)
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{
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float4 cbuf_a : packoffset(c0);
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};
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cbuffer PushMe
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{
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float4 registers_d : packoffset(c0);
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};
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Texture2D<float4> uSampledImage : register(t4);
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SamplerState _uSampledImage_sampler : register(s4);
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Texture2D<float4> uTexture : register(t5);
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SamplerState uSampler : register(s6);
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static float2 vTex;
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static float4 FragColor;
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struct SPIRV_Cross_Input
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{
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float2 vTex : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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float4 c0 = uSampledImage.Sample(_uSampledImage_sampler, vTex);
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float4 c1 = uTexture.Sample(uSampler, vTex);
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float4 c2 = cbuf_a + registers_d;
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FragColor = (c0 + c1) + c2;
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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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vTex = stage_input.vTex;
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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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