SPIRV-Cross/reference/shaders
Hans-Kristian Arntzen a4ac27546a MSL: Fix textures which are sampled and compared against.
depth2d in MSL only returns float, not float4, even for normal sampling.
We need to conditionally remap-swizzle back to float4.
2019-02-22 12:27:40 +01:00
..
amd Remove some stale test files. 2018-04-27 10:33:27 +02:00
asm MSL: Fix textures which are sampled and compared against. 2019-02-22 12:27:40 +01:00
comp Always value-cast FP16 constants instead of using literals. 2019-02-20 12:30:01 +01:00
desktop-only Always value-cast FP16 constants instead of using literals. 2019-02-20 12:30:01 +01:00
flatten Update glslang and SPIRV-Tools. 2018-09-27 11:10:22 +02:00
frag Always value-cast FP16 constants instead of using literals. 2019-02-20 12:30:01 +01:00
geom Add explicit in/out locations everywhere. 2017-06-21 09:39:08 +02:00
legacy Update tests for struct flattening. 2018-01-09 10:40:34 +01:00
tesc Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
tese Fix input array size in tessellation evaluation shaders. 2019-01-09 10:47:16 +01:00
vert Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
vulkan GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00