a4ac27546a
depth2d in MSL only returns float, not float4, even for normal sampling. We need to conditionally remap-swizzle back to float4.
14 lines
446 B
GLSL
14 lines
446 B
GLSL
#version 450
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uniform sampler2D SPIRV_Cross_Combinedg_Textureg_Sampler;
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uniform sampler2DShadow SPIRV_Cross_Combinedg_Textureg_CompareSampler;
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layout(location = 0) in vec2 in_var_TEXCOORD0;
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layout(location = 0) out float out_var_SV_Target;
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void main()
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{
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out_var_SV_Target = texture(SPIRV_Cross_Combinedg_Textureg_Sampler, in_var_TEXCOORD0).x + textureLod(SPIRV_Cross_Combinedg_Textureg_CompareSampler, vec3(in_var_TEXCOORD0, 0.5), 0.0);
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}
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