18a4accd2f
We need to divide the Dref by q.
70 lines
4.4 KiB
GLSL
70 lines
4.4 KiB
GLSL
Texture1D<float4> tex1d : register(t0);
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SamplerState _tex1d_sampler : register(s0);
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Texture2D<float4> tex2d : register(t1);
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SamplerState _tex2d_sampler : register(s1);
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Texture3D<float4> tex3d : register(t2);
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SamplerState _tex3d_sampler : register(s2);
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TextureCube<float4> texCube : register(t3);
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SamplerState _texCube_sampler : register(s3);
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Texture1D<float4> tex1dShadow : register(t4);
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SamplerComparisonState _tex1dShadow_sampler : register(s4);
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Texture2D<float4> tex2dShadow : register(t5);
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SamplerComparisonState _tex2dShadow_sampler : register(s5);
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TextureCube<float4> texCubeShadow : register(t6);
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SamplerComparisonState _texCubeShadow_sampler : register(s6);
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Texture1DArray<float4> tex1dArray : register(t7);
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SamplerState _tex1dArray_sampler : register(s7);
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Texture2DArray<float4> tex2dArray : register(t8);
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SamplerState _tex2dArray_sampler : register(s8);
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TextureCubeArray<float4> texCubeArray : register(t9);
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SamplerState _texCubeArray_sampler : register(s9);
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Texture2D<float4> separateTex2d : register(t12);
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SamplerState samplerNonDepth : register(s11);
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Texture2D<float4> separateTex2dDepth : register(t13);
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SamplerComparisonState samplerDepth : register(s10);
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static float texCoord1d;
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static float2 texCoord2d;
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static float3 texCoord3d;
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static float4 texCoord4d;
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static float4 FragColor;
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struct SPIRV_Cross_Input
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{
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float texCoord1d : TEXCOORD0;
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float2 texCoord2d : TEXCOORD1;
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float3 texCoord3d : TEXCOORD2;
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float4 texCoord4d : TEXCOORD3;
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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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float2 _41 = float2(texCoord1d, 2.0f);
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float3 _88 = float3(texCoord2d, 2.0f);
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float4 _135 = float4(texCoord3d, 2.0f);
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float4 _162 = (((((((((((((((((((tex1d.Sample(_tex1d_sampler, texCoord1d) + tex1d.Sample(_tex1d_sampler, texCoord1d, 1)) + tex1d.SampleLevel(_tex1d_sampler, texCoord1d, 2.0f)) + tex1d.SampleGrad(_tex1d_sampler, texCoord1d, 1.0f, 2.0f)) + tex1d.Sample(_tex1d_sampler, _41.x / _41.y)) + tex1d.SampleBias(_tex1d_sampler, texCoord1d, 1.0f)) + tex2d.Sample(_tex2d_sampler, texCoord2d)) + tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2))) + tex2d.SampleLevel(_tex2d_sampler, texCoord2d, 2.0f)) + tex2d.SampleGrad(_tex2d_sampler, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f))) + tex2d.Sample(_tex2d_sampler, _88.xy / _88.z)) + tex2d.SampleBias(_tex2d_sampler, texCoord2d, 1.0f)) + tex3d.Sample(_tex3d_sampler, texCoord3d)) + tex3d.Sample(_tex3d_sampler, texCoord3d, int3(1, 2, 3))) + tex3d.SampleLevel(_tex3d_sampler, texCoord3d, 2.0f)) + tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f))) + tex3d.Sample(_tex3d_sampler, _135.xyz / _135.w)) + tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f)) + texCube.Sample(_texCube_sampler, texCoord3d)) + texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f)) + texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f);
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float4 _333 = _162;
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_333.w = ((_162.w + tex1dShadow.SampleCmp(_tex1dShadow_sampler, float3(texCoord1d, 0.0f, 0.0f).x, 0.0f)) + tex2dShadow.SampleCmp(_tex2dShadow_sampler, float3(texCoord2d, 0.0f).xy, 0.0f)) + texCubeShadow.SampleCmp(_texCubeShadow_sampler, float4(texCoord3d, 0.0f).xyz, 0.0f);
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float4 _308 = ((((((((((((((_333 + tex1dArray.Sample(_tex1dArray_sampler, texCoord2d)) + tex2dArray.Sample(_tex2dArray_sampler, texCoord3d)) + texCubeArray.Sample(_texCubeArray_sampler, texCoord4d)) + tex2d.GatherRed(_tex2d_sampler, texCoord2d)) + tex2d.GatherRed(_tex2d_sampler, texCoord2d)) + tex2d.GatherGreen(_tex2d_sampler, texCoord2d)) + tex2d.GatherBlue(_tex2d_sampler, texCoord2d)) + tex2d.GatherAlpha(_tex2d_sampler, texCoord2d)) + tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherGreen(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherBlue(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherAlpha(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.Load(int3(int2(1, 2), 0))) + separateTex2d.Sample(samplerNonDepth, texCoord2d);
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float4 _336 = _308;
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_336.w = _308.w + separateTex2dDepth.SampleCmp(samplerDepth, texCoord3d.xy, texCoord3d.z);
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FragColor = _336;
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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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texCoord1d = stage_input.texCoord1d;
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texCoord2d = stage_input.texCoord2d;
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texCoord3d = stage_input.texCoord3d;
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texCoord4d = stage_input.texCoord4d;
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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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