SPIRV-Cross/reference/shaders/desktop-only/frag/texture-proj-shadow.desktop.frag
Hans-Kristian Arntzen 23662668dd Attempt more optimal codegen for OpCompositeInsert.
Speculate that we can modify the SSA value in-place. As long as it is
not used after the modify, this is fine.

Also need to make sure we don't attempt to RMW something that is
impossible to modify.
2022-05-18 16:37:33 +02:00

29 lines
863 B
GLSL

#version 450
layout(binding = 0) uniform sampler1DShadow uShadow1D;
layout(binding = 1) uniform sampler2DShadow uShadow2D;
layout(binding = 2) uniform sampler1D uSampler1D;
layout(binding = 3) uniform sampler2D uSampler2D;
layout(binding = 4) uniform sampler3D uSampler3D;
layout(location = 0) out float FragColor;
layout(location = 1) in vec4 vClip4;
layout(location = 2) in vec2 vClip2;
layout(location = 0) in vec3 vClip3;
void main()
{
vec4 _17 = vClip4;
vec4 _20 = _17;
_20.y = _17.w;
FragColor = textureProj(uShadow1D, vec4(_20.x, 0.0, _17.z, _20.y));
vec4 _27 = vClip4;
vec4 _30 = _27;
_30.z = _27.w;
FragColor = textureProj(uShadow2D, vec4(_30.xy, _27.z, _30.z));
FragColor = textureProj(uSampler1D, vClip2).x;
FragColor = textureProj(uSampler2D, vClip3).x;
FragColor = textureProj(uSampler3D, vClip4).x;
}