SPIRV-Cross/reference/shaders-hlsl/frag/combined-texture-sampler-shadow.frag
Hans-Kristian Arntzen 7ab3f3f74e Deal better with CompositeExtract from constant composite.
There is no good reason for applications to emit this kind of code, but
some do. Special case this scenario.
2021-01-22 12:30:16 +01:00

41 lines
798 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, 1.0f.xxx.xy, 1.0f);
}
float samp3(Texture2D<float4> t, SamplerState s)
{
return t.Sample(s, 1.0f.xx).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;
}