SPIRV-Cross/reference/shaders-hlsl-no-opt/asm/frag/nonuniform-bracket-handling-2.nonuniformresource.sm51.asm.frag
2020-11-23 16:03:35 +01:00

38 lines
1.0 KiB
GLSL

ByteAddressBuffer _8 : register(t0, space2);
Texture2D<float4> uSamplers[] : register(t0, space0);
SamplerState _uSamplers_sampler[] : register(s0, space0);
Texture2D<float4> uSampler : register(t1, space1);
SamplerState _uSampler_sampler : register(s1, space1);
static float4 gl_FragCoord;
static float4 FragColor;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
float4 gl_FragCoord : SV_Position;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
FragColor = uSamplers[NonUniformResourceIndex(_8.Load(40))].SampleLevel(_uSamplers_sampler[NonUniformResourceIndex(_8.Load(40))], vUV, 0.0f);
FragColor += uSampler.SampleLevel(_uSampler_sampler, vUV, float(_8.Load(int(gl_FragCoord.y) * 4 + 0)));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
gl_FragCoord.w = 1.0 / gl_FragCoord.w;
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}