32 lines
651 B
GLSL
32 lines
651 B
GLSL
Texture2D<float4> uSampler : register(t0);
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SamplerState _uSampler_sampler : register(s0);
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static float4 FragColor;
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static float2 vTexCoord;
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struct SPIRV_Cross_Input
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{
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float2 vTexCoord : TEXCOORD0;
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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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void frag_main()
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{
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float _19_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vTexCoord);
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float2 _19 = _19_tmp.xx;
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FragColor = _19.xyxy;
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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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vTexCoord = stage_input.vTexCoord;
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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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