SPIRV-Cross/reference/opt/shaders-hlsl/frag/sampler-array.frag
Hans-Kristian Arntzen fdbc80d131 HLSL: Fix FragCoord.w.
Need to invert it, SM 4.0+ uses W, not 1/W (like Vulkan/GL).
2020-08-20 16:22:48 +02:00

32 lines
949 B
GLSL

Texture2D<float4> uCombined[4] : register(t0);
SamplerState _uCombined_sampler[4] : register(s0);
Texture2D<float4> uTex[4] : register(t4);
SamplerState uSampler[4] : register(s8);
RWTexture2D<float4> uImage[8] : register(u12);
static float4 gl_FragCoord;
static float2 vTex;
static int vIndex;
struct SPIRV_Cross_Input
{
float2 vTex : TEXCOORD0;
nointerpolation int vIndex : TEXCOORD1;
float4 gl_FragCoord : SV_Position;
};
void frag_main()
{
int _72 = vIndex + 1;
uImage[vIndex][int2(gl_FragCoord.xy)] = ((uCombined[vIndex].Sample(_uCombined_sampler[vIndex], vTex) + uTex[vIndex].Sample(uSampler[vIndex], vTex)) + uCombined[_72].Sample(_uCombined_sampler[_72], vTex)) + uTex[_72].Sample(uSampler[_72], vTex);
}
void main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
gl_FragCoord.w = 1.0 / gl_FragCoord.w;
vTex = stage_input.vTex;
vIndex = stage_input.vIndex;
frag_main();
}