SPIRV-Cross/reference/shaders/vulkan/frag/combined-texture-sampler-shadow.vk.frag
dan sinclair 63fbdaca93 Roll deps.
This CL updates the GLSLang and SPIRV-Tools depedencies and updates test
files as needed.
2020-07-06 11:24:30 -04:00

34 lines
870 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)
{
float _37 = texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, vec3(1.0).z));
return _37;
}
float samp3(mediump sampler2D SPIRV_Cross_Combinedts)
{
float _52 = texture(SPIRV_Cross_Combinedts, vec2(1.0)).x;
return _52;
}
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);
}