ad2b7c05e7
This does not exist in GLSL, but it exists in HLSL if LOD == 0.0.
28 lines
839 B
GLSL
28 lines
839 B
GLSL
#version 450
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uniform sampler2DArrayShadow SPIRV_Cross_CombinedShadowMapShadowSamplerPCF;
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layout(location = 0) in vec2 texCoords;
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layout(location = 1) in float cascadeIndex;
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layout(location = 2) in float fragDepth;
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layout(location = 0) out vec4 _entryPointOutput;
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vec4 _main(vec2 texCoords_1, float cascadeIndex_1, float fragDepth_1)
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{
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vec4 _60 = vec4(vec3(texCoords_1, cascadeIndex_1), fragDepth_1);
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float c = textureGrad(SPIRV_Cross_CombinedShadowMapShadowSamplerPCF, vec4(_60.xyz, _60.w), vec2(0.0), vec2(0.0));
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return vec4(c, c, c, c);
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}
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void main()
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{
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vec2 texCoords_1 = texCoords;
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float cascadeIndex_1 = cascadeIndex;
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float fragDepth_1 = fragDepth;
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vec2 param = texCoords_1;
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float param_1 = cascadeIndex_1;
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float param_2 = fragDepth_1;
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_entryPointOutput = _main(param, param_1, param_2);
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}
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