SPIRV-Cross/reference/opt/shaders-hlsl/frag/complex-expression-in-access-chain.frag
Hans-Kristian Arntzen fdbc80d131 HLSL: Fix FragCoord.w.
Need to invert it, SM 4.0+ uses W, not 1/W (like Vulkan/GL).
2020-08-20 16:22:48 +02:00

39 lines
981 B
GLSL

RWByteAddressBuffer _34 : register(u0);
Texture2D<int4> Buf : register(t1);
SamplerState _Buf_sampler : register(s1);
static float4 gl_FragCoord;
static int vIn;
static int vIn2;
static float4 FragColor;
struct SPIRV_Cross_Input
{
nointerpolation int vIn : TEXCOORD0;
nointerpolation int vIn2 : TEXCOORD1;
float4 gl_FragCoord : SV_Position;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
int _40 = Buf.Load(int3(int2(gl_FragCoord.xy), 0)).x % 16;
FragColor = (asfloat(_34.Load4(_40 * 16 + 0)) + asfloat(_34.Load4(_40 * 16 + 0))) + asfloat(_34.Load4(((vIn * vIn) + (vIn2 * vIn2)) * 16 + 0));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
gl_FragCoord.w = 1.0 / gl_FragCoord.w;
vIn = stage_input.vIn;
vIn2 = stage_input.vIn2;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}