30 lines
574 B
GLSL
30 lines
574 B
GLSL
Texture2D<float4> uTexture : register(t0);
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SamplerState _uTexture_sampler : register(s0);
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static min16float4 FragColor;
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static min16float2 UV;
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struct SPIRV_Cross_Input
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{
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min16float2 UV : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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min16float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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FragColor = min16float4(uTexture.Sample(_uTexture_sampler, UV));
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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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UV = stage_input.UV;
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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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