SPIRV-Cross/reference/shaders/vulkan/frag/combined-texture-sampler-shadow.vk.frag
Hans-Kristian Arntzen 7ab3f3f74e Deal better with CompositeExtract from constant composite.
There is no good reason for applications to emit this kind of code, but
some do. Special case this scenario.
2021-01-22 12:30:16 +01:00

32 lines
820 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
uniform mediump sampler2DShadow SPIRV_Cross_CombineduDepthuSampler;
uniform mediump sampler2D SPIRV_Cross_CombineduDepthuSampler1;
layout(location = 0) out float FragColor;
float samp2(mediump sampler2DShadow SPIRV_Cross_Combinedts)
{
return texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, 1.0));
}
float samp3(mediump sampler2D SPIRV_Cross_Combinedts)
{
return texture(SPIRV_Cross_Combinedts, vec2(1.0)).x;
}
float samp(mediump sampler2DShadow SPIRV_Cross_Combinedts, mediump sampler2D SPIRV_Cross_Combinedts1)
{
float r0 = samp2(SPIRV_Cross_Combinedts);
float r1 = samp3(SPIRV_Cross_Combinedts1);
return r0 + r1;
}
void main()
{
FragColor = samp(SPIRV_Cross_CombineduDepthuSampler, SPIRV_Cross_CombineduDepthuSampler1);
}