SPIRV-Cross/reference/shaders-hlsl/frag/tex-sampling.sm30.frag

84 lines
3.2 KiB
GLSL

uniform sampler1D tex1d;
uniform sampler2D tex2d;
uniform sampler3D tex3d;
uniform samplerCUBE texCube;
uniform sampler1D tex1dShadow;
uniform sampler2D tex2dShadow;
static float texCoord1d;
static float2 texCoord2d;
static float3 texCoord3d;
static float4 FragColor;
static float4 texCoord4d;
struct SPIRV_Cross_Input
{
float texCoord1d : TEXCOORD0;
float2 texCoord2d : TEXCOORD1;
float3 texCoord3d : TEXCOORD2;
float4 texCoord4d : TEXCOORD3;
};
struct SPIRV_Cross_Output
{
float4 FragColor : COLOR0;
};
void frag_main()
{
float4 texcolor = tex1D(tex1d, texCoord1d);
texcolor += tex1Dlod(tex1d, float4(texCoord1d, 0.0, 0.0, 2.0f));
texcolor += tex1Dgrad(tex1d, texCoord1d, 1.0f, 2.0f);
float2 _34 = float2(texCoord1d, 2.0f);
texcolor += tex1Dproj(tex1d, float4(_34.x, 0.0, 0.0, _34.y));
texcolor += tex1Dbias(tex1d, float4(texCoord1d, 0.0, 0.0, 1.0f));
texcolor += tex2D(tex2d, texCoord2d);
texcolor += tex2Dlod(tex2d, float4(texCoord2d, 0.0, 2.0f));
texcolor += tex2Dgrad(tex2d, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f));
float3 _73 = float3(texCoord2d, 2.0f);
texcolor += tex2Dproj(tex2d, float4(_73.xy, 0.0, _73.z));
texcolor += tex2Dbias(tex2d, float4(texCoord2d, 0.0, 1.0f));
texcolor += tex3D(tex3d, texCoord3d);
texcolor += tex3Dlod(tex3d, float4(texCoord3d, 2.0f));
texcolor += tex3Dgrad(tex3d, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f));
float4 _112 = float4(texCoord3d, 2.0f);
texcolor += tex3Dproj(tex3d, float4(_112.xyz, _112.w));
texcolor += tex3Dbias(tex3d, float4(texCoord3d, 1.0f));
texcolor += texCUBE(texCube, texCoord3d);
texcolor += texCUBElod(texCube, float4(texCoord3d, 2.0f));
texcolor += texCUBEbias(texCube, float4(texCoord3d, 1.0f));
float3 _147 = float3(texCoord1d, 0.0f, 0.0f);
texcolor.w += tex1Dproj(tex1dShadow, float4(_147.x, 0.0, _147.z, 1.0)).x;
float3 _159 = float3(texCoord1d, 0.0f, 0.0f);
texcolor.w += tex1Dlod(tex1dShadow, float4(_159.x, 0.0, _159.z, 2.0f)).x;
float4 _168 = float4(texCoord1d, 0.0f, 0.0f, 2.0f);
float4 _171 = _168;
_171.y = _168.w;
texcolor.w += tex1Dproj(tex1dShadow, float4(_171.x, 0.0, _168.z, _171.y)).x;
float3 _179 = float3(texCoord1d, 0.0f, 0.0f);
texcolor.w += tex1Dbias(tex1dShadow, float4(_179.x, 0.0, _179.z, 1.0f)).x;
float3 _194 = float3(texCoord2d, 0.0f);
texcolor.w += tex2Dproj(tex2dShadow, float4(_194.xy, _194.z, 1.0)).x;
float3 _205 = float3(texCoord2d, 0.0f);
texcolor.w += tex2Dlod(tex2dShadow, float4(_205.xy, _205.z, 2.0f)).x;
float4 _216 = float4(texCoord2d, 0.0f, 2.0f);
float4 _219 = _216;
_219.z = _216.w;
texcolor.w += tex2Dproj(tex2dShadow, float4(_219.xy, _216.z, _219.z)).x;
float3 _229 = float3(texCoord2d, 0.0f);
texcolor.w += tex2Dbias(tex2dShadow, float4(_229.xy, _229.z, 1.0f)).x;
FragColor = texcolor;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
texCoord1d = stage_input.texCoord1d;
texCoord2d = stage_input.texCoord2d;
texCoord3d = stage_input.texCoord3d;
texCoord4d = stage_input.texCoord4d;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = float4(FragColor);
return stage_output;
}