e4d5c6183a
Also fix some minor issues with too many coordinate dimensions in HLSL and GLSL.
29 lines
621 B
GLSL
29 lines
621 B
GLSL
Texture2D<float4> Tex : register(t0);
|
|
|
|
static uint3 in_var_TEXCOORD0;
|
|
static float4 out_var_SV_Target0;
|
|
|
|
struct SPIRV_Cross_Input
|
|
{
|
|
nointerpolation uint3 in_var_TEXCOORD0 : TEXCOORD0;
|
|
};
|
|
|
|
struct SPIRV_Cross_Output
|
|
{
|
|
float4 out_var_SV_Target0 : SV_Target0;
|
|
};
|
|
|
|
void frag_main()
|
|
{
|
|
out_var_SV_Target0 = Tex.Load(int3(in_var_TEXCOORD0.xy, in_var_TEXCOORD0.z));
|
|
}
|
|
|
|
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
|
|
{
|
|
in_var_TEXCOORD0 = stage_input.in_var_TEXCOORD0;
|
|
frag_main();
|
|
SPIRV_Cross_Output stage_output;
|
|
stage_output.out_var_SV_Target0 = out_var_SV_Target0;
|
|
return stage_output;
|
|
}
|