SPIRV-Cross/reference/shaders-hlsl/frag/combined-texture-sampler-shadow.frag
2017-06-17 10:15:32 +02:00

41 lines
847 B
GLSL

Texture2D<float4> uDepth : register(t2);
SamplerComparisonState uSampler : register(s0);
SamplerState uSampler1 : register(s1);
static float FragColor;
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
float samp2(Texture2D<float4> t, SamplerComparisonState s)
{
return t.SampleCmp(s, float3(1.0f, 1.0f, 1.0f).xy, float3(1.0f, 1.0f, 1.0f).z);
}
float samp3(Texture2D<float4> t, SamplerState s)
{
return t.Sample(s, float2(1.0f, 1.0f)).x;
}
float samp(Texture2D<float4> t, SamplerComparisonState s, SamplerState s1)
{
float r0 = samp2(t, s);
float r1 = samp3(t, s1);
return r0 + r1;
}
void frag_main()
{
FragColor = samp(uDepth, uSampler, uSampler1);
}
SPIRV_Cross_Output main()
{
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}