SPIRV-Cross/reference/shaders/asm/frag/hlsl-sample-cmp-level-zero-cube.asm.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

18 lines
462 B
GLSL

#version 450
uniform samplerCubeShadow SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF;
layout(location = 0) out float _entryPointOutput;
float _main()
{
vec4 _33 = vec4(0.100000001490116119384765625, 0.100000001490116119384765625, 0.100000001490116119384765625, 0.5);
return textureGrad(SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF, vec4(_33.xyz, _33.w), vec3(0.0), vec3(0.0));
}
void main()
{
_entryPointOutput = _main();
}