18a4accd2f
We need to divide the Dref by q.
52 lines
2.0 KiB
GLSL
52 lines
2.0 KiB
GLSL
Texture2D<float4> uSampler2D : register(t0);
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SamplerComparisonState _uSampler2D_sampler : register(s0);
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Texture2DArray<float4> uSampler2DArray : register(t1);
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SamplerComparisonState _uSampler2DArray_sampler : register(s1);
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TextureCube<float4> uSamplerCube : register(t2);
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SamplerComparisonState _uSamplerCube_sampler : register(s2);
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TextureCubeArray<float4> uSamplerCubeArray : register(t3);
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SamplerComparisonState _uSamplerCubeArray_sampler : register(s3);
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static float3 vUVRef;
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static float4 vDirRef;
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static float FragColor;
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struct SPIRV_Cross_Input
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{
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float3 vUVRef : TEXCOORD0;
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float4 vDirRef : TEXCOORD1;
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};
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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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void frag_main()
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{
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float s0 = uSampler2D.SampleCmp(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1));
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float s1 = uSampler2DArray.SampleCmp(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1));
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float s2 = uSamplerCube.SampleCmp(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w);
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float s3 = uSamplerCubeArray.SampleCmp(_uSamplerCubeArray_sampler, vDirRef, 0.5f);
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float l0 = uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1));
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float l1 = uSampler2DArray.SampleCmpLevelZero(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1));
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float l2 = uSamplerCube.SampleCmpLevelZero(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w);
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float4 _80 = vDirRef;
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_80.z = vDirRef.w;
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float p0 = uSampler2D.SampleCmp(_uSampler2D_sampler, _80.xy / _80.z, vDirRef.z / _80.z, int2(1, 1));
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float4 _87 = vDirRef;
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_87.z = vDirRef.w;
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float p1 = uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, _87.xy / _87.z, vDirRef.z / _87.z, int2(1, 1));
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FragColor = (((((((s0 + s1) + s2) + s3) + l0) + l1) + l2) + p0) + p1;
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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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vUVRef = stage_input.vUVRef;
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vDirRef = stage_input.vDirRef;
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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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