a4ac27546a
depth2d in MSL only returns float, not float4, even for normal sampling. We need to conditionally remap-swizzle back to float4.
31 lines
766 B
GLSL
31 lines
766 B
GLSL
Texture2D<float4> g_Texture : register(t0);
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SamplerState g_Sampler : register(s0);
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SamplerComparisonState g_CompareSampler : register(s1);
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static float2 in_var_TEXCOORD0;
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static float out_var_SV_Target;
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struct SPIRV_Cross_Input
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{
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float2 in_var_TEXCOORD0 : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float out_var_SV_Target : SV_Target0;
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};
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void frag_main()
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{
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out_var_SV_Target = g_Texture.Sample(g_Sampler, in_var_TEXCOORD0).x + g_Texture.SampleCmpLevelZero(g_CompareSampler, in_var_TEXCOORD0, 0.5f);
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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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in_var_TEXCOORD0 = stage_input.in_var_TEXCOORD0;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.out_var_SV_Target = out_var_SV_Target;
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return stage_output;
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}
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