57 lines
1.3 KiB
GLSL
57 lines
1.3 KiB
GLSL
Texture2D<float4> uSampler : register(t0);
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SamplerState _uSampler_sampler : register(s0);
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static float4 FragColor;
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static float4 vInput;
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struct SPIRV_Cross_Input
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{
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float4 vInput : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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void frag_main()
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{
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FragColor = vInput;
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float4 t = uSampler.Sample(_uSampler_sampler, vInput.xy);
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float4 d0 = ddx(vInput);
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float4 d1 = ddy(vInput);
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float4 d2 = fwidth(vInput);
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float4 d3 = ddx_coarse(vInput);
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float4 d4 = ddy_coarse(vInput);
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float4 d5 = fwidth(vInput);
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float4 d6 = ddx_fine(vInput);
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float4 d7 = ddy_fine(vInput);
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float4 d8 = fwidth(vInput);
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float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
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float2 _56 = _56_tmp.xx;
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float2 lod = _56;
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if (vInput.y > 10.0f)
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{
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FragColor += t;
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FragColor += d0;
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FragColor += d1;
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FragColor += d2;
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FragColor += d3;
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FragColor += d4;
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FragColor += d5;
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FragColor += d6;
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FragColor += d7;
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FragColor += d8;
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FragColor += lod.xyxy;
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}
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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vInput = stage_input.vInput;
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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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