45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
Texture2D<float4> uSampler : register(t1);
|
|
SamplerState _uSampler_sampler : register(s1);
|
|
Texture2D<float4> uSamplerShadow : register(t1);
|
|
SamplerComparisonState _uSamplerShadow_sampler : register(s1);
|
|
|
|
static float FragColor;
|
|
|
|
struct SPIRV_Cross_Output
|
|
{
|
|
float FragColor : SV_Target0;
|
|
};
|
|
|
|
float4 samp2(Texture2D<float4> s, SamplerState _s_sampler)
|
|
{
|
|
return s.Sample(_s_sampler, float2(1.0f, 1.0f)) + s.Load(int3(int2(10, 10), 0));
|
|
}
|
|
|
|
float4 samp3(Texture2D<float4> s, SamplerState _s_sampler)
|
|
{
|
|
return samp2(s, _s_sampler);
|
|
}
|
|
|
|
float samp4(Texture2D<float4> s, SamplerComparisonState _s_sampler)
|
|
{
|
|
return s.SampleCmp(_s_sampler, float3(1.0f, 1.0f, 1.0f).xy, float3(1.0f, 1.0f, 1.0f).z);
|
|
}
|
|
|
|
float samp(Texture2D<float4> s0, SamplerState _s0_sampler, Texture2D<float4> s1, SamplerComparisonState _s1_sampler)
|
|
{
|
|
return samp3(s0, _s0_sampler).x + samp4(s1, _s1_sampler);
|
|
}
|
|
|
|
void frag_main()
|
|
{
|
|
FragColor = samp(uSampler, _uSampler_sampler, uSamplerShadow, _uSamplerShadow_sampler);
|
|
}
|
|
|
|
SPIRV_Cross_Output main()
|
|
{
|
|
frag_main();
|
|
SPIRV_Cross_Output stage_output;
|
|
stage_output.FragColor = FragColor;
|
|
return stage_output;
|
|
}
|