40 lines
1.2 KiB
GLSL
40 lines
1.2 KiB
GLSL
Texture2D<float4> uSampler[4] : register(t0);
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SamplerState _uSampler_sampler[4] : register(s0);
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Texture2D<float4> uTextures[4] : register(t8);
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SamplerState uSamplers[4] : register(s4);
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static int vIndex;
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static float2 vTex;
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static float4 FragColor;
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struct SPIRV_Cross_Input
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{
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nointerpolation float2 vTex : TEXCOORD0;
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nointerpolation int vIndex : TEXCOORD1;
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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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FragColor = 0.0f.xxxx;
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FragColor += uTextures[2].Sample(uSamplers[1], vTex);
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FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex);
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FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex + 0.100000001490116119384765625f.xx);
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FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex + 0.20000000298023223876953125f.xx);
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FragColor += uSampler[3].Sample(_uSampler_sampler[3], vTex + 0.300000011920928955078125f.xx);
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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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vIndex = stage_input.vIndex;
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vTex = stage_input.vTex;
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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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