SPIRV-Cross/reference/shaders-hlsl/frag/texture-proj-shadow.frag
2017-07-31 10:05:32 +02:00

67 lines
2.0 KiB
GLSL

Texture1D<float4> uShadow1D : register(t0);
SamplerComparisonState _uShadow1D_sampler : register(s0);
Texture2D<float4> uShadow2D : register(t1);
SamplerComparisonState _uShadow2D_sampler : register(s1);
Texture1D<float4> uSampler1D : register(t2);
SamplerState _uSampler1D_sampler : register(s2);
Texture2D<float4> uSampler2D : register(t3);
SamplerState _uSampler2D_sampler : register(s3);
Texture3D<float4> uSampler3D : register(t4);
SamplerState _uSampler3D_sampler : register(s4);
static float FragColor;
static float4 vClip4;
static float2 vClip2;
static float3 vClip3;
struct SPIRV_Cross_Input
{
float3 vClip3 : TEXCOORD0;
float4 vClip4 : TEXCOORD1;
float2 vClip2 : TEXCOORD2;
};
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
float SPIRV_Cross_projectTextureCoordinate(float2 coord)
{
return coord.x / coord.y;
}
float2 SPIRV_Cross_projectTextureCoordinate(float3 coord)
{
return float2(coord.x, coord.y) / coord.z;
}
float3 SPIRV_Cross_projectTextureCoordinate(float4 coord)
{
return float3(coord.x, coord.y, coord.z) / coord.w;
}
void frag_main()
{
float4 _20 = vClip4;
_20.y = vClip4.w;
FragColor = uShadow1D.SampleCmp(_uShadow1D_sampler, SPIRV_Cross_projectTextureCoordinate(_20.xy), vClip4.z);
float4 _30 = vClip4;
_30.z = vClip4.w;
FragColor = uShadow2D.SampleCmp(_uShadow2D_sampler, SPIRV_Cross_projectTextureCoordinate(_30.xyz), vClip4.z);
FragColor = uSampler1D.Sample(_uSampler1D_sampler, SPIRV_Cross_projectTextureCoordinate(vClip2)).x;
FragColor = uSampler2D.Sample(_uSampler2D_sampler, SPIRV_Cross_projectTextureCoordinate(vClip3)).x;
FragColor = uSampler3D.Sample(_uSampler3D_sampler, SPIRV_Cross_projectTextureCoordinate(vClip4)).x;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vClip4 = stage_input.vClip4;
vClip2 = stage_input.vClip2;
vClip3 = stage_input.vClip3;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}