4590c63b40
Add scalar swizzling to constant composites as well.
45 lines
1.1 KiB
GLSL
45 lines
1.1 KiB
GLSL
Texture2D<float4> uSampler : register(t0);
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SamplerState _uSampler_sampler : register(s0);
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Texture2D<float4> uSamplerShadow : register(t1);
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SamplerComparisonState _uSamplerShadow_sampler : register(s1);
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static float FragColor;
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struct SPIRV_Cross_Output
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{
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float FragColor : SV_Target0;
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};
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float4 samp2(Texture2D<float4> s, SamplerState _s_sampler)
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{
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return s.Sample(_s_sampler, 1.0f.xx) + s.Load(int3(int2(10, 10), 0));
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}
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float4 samp3(Texture2D<float4> s, SamplerState _s_sampler)
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{
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return samp2(s, _s_sampler);
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}
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float samp4(Texture2D<float4> s, SamplerComparisonState _s_sampler)
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{
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return s.SampleCmp(_s_sampler, 1.0f.xxx.xy, 1.0f.xxx.z);
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}
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float samp(Texture2D<float4> s0, SamplerState _s0_sampler, Texture2D<float4> s1, SamplerComparisonState _s1_sampler)
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{
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return samp3(s0, _s0_sampler).x + samp4(s1, _s1_sampler);
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}
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void frag_main()
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{
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FragColor = samp(uSampler, _uSampler_sampler, uSamplerShadow, _uSamplerShadow_sampler);
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}
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SPIRV_Cross_Output main()
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{
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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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