SPIRV-Cross/reference/shaders/asm/frag/hlsl-sample-cmp-level-zero.asm.frag
Hans-Kristian Arntzen ad2b7c05e7 Implement workaround for textureLod on 2D array shadow.
This does not exist in GLSL, but it exists in HLSL if LOD == 0.0.
2017-06-23 09:45:42 +02:00

28 lines
839 B
GLSL

#version 450
uniform sampler2DArrayShadow SPIRV_Cross_CombinedShadowMapShadowSamplerPCF;
layout(location = 0) in vec2 texCoords;
layout(location = 1) in float cascadeIndex;
layout(location = 2) in float fragDepth;
layout(location = 0) out vec4 _entryPointOutput;
vec4 _main(vec2 texCoords_1, float cascadeIndex_1, float fragDepth_1)
{
vec4 _60 = vec4(vec3(texCoords_1, cascadeIndex_1), fragDepth_1);
float c = textureGrad(SPIRV_Cross_CombinedShadowMapShadowSamplerPCF, vec4(_60.xyz, _60.w), vec2(0.0), vec2(0.0));
return vec4(c, c, c, c);
}
void main()
{
vec2 texCoords_1 = texCoords;
float cascadeIndex_1 = cascadeIndex;
float fragDepth_1 = fragDepth;
vec2 param = texCoords_1;
float param_1 = cascadeIndex_1;
float param_2 = fragDepth_1;
_entryPointOutput = _main(param, param_1, param_2);
}