938c7debed
Derivatives, subgroup and implicit-lod instructions all need to happen in the block they were created.
55 lines
1.3 KiB
GLSL
55 lines
1.3 KiB
GLSL
Texture2D<float4> uSampler : register(t0);
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SamplerState _uSampler_sampler : register(s0);
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static float4 FragColor;
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static float4 vInput;
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struct SPIRV_Cross_Input
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{
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float4 vInput : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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FragColor = vInput;
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float4 _23 = uSampler.Sample(_uSampler_sampler, vInput.xy);
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float4 _26 = ddx(vInput);
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float4 _29 = ddy(vInput);
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float4 _32 = fwidth(vInput);
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float4 _35 = ddx_coarse(vInput);
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float4 _38 = ddy_coarse(vInput);
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float4 _41 = fwidth(vInput);
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float4 _44 = ddx_fine(vInput);
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float4 _47 = ddy_fine(vInput);
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float4 _50 = fwidth(vInput);
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float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
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if (vInput.y > 10.0f)
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{
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FragColor += _23;
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FragColor += _26;
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FragColor += _29;
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FragColor += _32;
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FragColor += _35;
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FragColor += _38;
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FragColor += _41;
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FragColor += _44;
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FragColor += _47;
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FragColor += _50;
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FragColor += float2(_56_tmp, _56_tmp).xyxy;
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}
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vInput = stage_input.vInput;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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