fdbc80d131
Need to invert it, SM 4.0+ uses W, not 1/W (like Vulkan/GL).
36 lines
769 B
GLSL
36 lines
769 B
GLSL
Texture2D<float4> uSubpass0 : register(t0);
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Texture2D<float4> uSubpass1 : register(t1);
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static float4 gl_FragCoord;
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static float4 FragColor;
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struct SPIRV_Cross_Input
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{
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float4 gl_FragCoord : SV_Position;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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float4 load_subpasses(Texture2D<float4> uInput)
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{
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return uInput.Load(int3(int2(gl_FragCoord.xy), 0));
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}
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void frag_main()
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{
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FragColor = uSubpass0.Load(int3(int2(gl_FragCoord.xy), 0)) + load_subpasses(uSubpass1);
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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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gl_FragCoord = stage_input.gl_FragCoord;
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gl_FragCoord.w = 1.0 / gl_FragCoord.w;
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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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