4590c63b40
Add scalar swizzling to constant composites as well.
25 lines
640 B
GLSL
25 lines
640 B
GLSL
Texture2D<float4> uSampler : register(t0);
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SamplerState _uSampler_sampler : register(s0);
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Texture2D<float4> uSamplerShadow : register(t1);
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SamplerComparisonState _uSamplerShadow_sampler : 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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void frag_main()
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{
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FragColor = (uSampler.Sample(_uSampler_sampler, 1.0f.xx) + uSampler.Load(int3(int2(10, 10), 0))).x + uSamplerShadow.SampleCmp(_uSamplerShadow_sampler, 1.0f.xxx.xy, 1.0f);
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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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