RetroArch/deps/SPIRV-Cross/reference/shaders-hlsl/frag/combined-texture-sampler-parameter.frag
twinaphex 420b7913d4 Squashed 'deps/SPIRV-Cross/' changes from 8aa6731925..2820ab0b51
2820ab0b51 Merge pull request #1076 from KhronosGroup/bitcast-pre-330-glsl
63bcbd511e GLSL: Need extension to use bitcast on GLSL < 330.
9f3bebe3d0 Merge pull request #1075 from lifpan/master
b11c20fc1d Remove unreasonable assertion for OpTypeImage Sampled parameter.
1a592b7c0f Merge pull request #1067 from cdavis5e/msl-scalar-block-layout
28454facbb MSL: Handle packed matrices.
ea5c0ed82f MSL: Fix alignment of packed types.
44f688bf0b Merge pull request #1070 from KhronosGroup/fix-1066
25c74b324e Forget loop variable enables after emitting block chain.
6b010e0cbc Merge pull request #1069 from KhronosGroup/fix-1053
f6f849397e MSL: Re-roll array expressions in initializers.
e5fa7edfd6 MSL: Support scalar block layout.

git-subtree-dir: deps/SPIRV-Cross
git-subtree-split: 2820ab0b51bf5e4187435d904b34e762b988f48b
2019-07-11 20:37:45 +02:00

45 lines
1.1 KiB
GLSL

Texture2D<float4> uSampler : register(t0);
SamplerState _uSampler_sampler : register(s0);
Texture2D<float4> uSamplerShadow : register(t1);
SamplerComparisonState _uSamplerShadow_sampler : register(s1);
static float FragColor;
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
float4 samp2(Texture2D<float4> s, SamplerState _s_sampler)
{
return s.Sample(_s_sampler, 1.0f.xx) + s.Load(int3(int2(10, 10), 0));
}
float4 samp3(Texture2D<float4> s, SamplerState _s_sampler)
{
return samp2(s, _s_sampler);
}
float samp4(Texture2D<float4> s, SamplerComparisonState _s_sampler)
{
return s.SampleCmp(_s_sampler, 1.0f.xxx.xy, 1.0f.xxx.z);
}
float samp(Texture2D<float4> s0, SamplerState _s0_sampler, Texture2D<float4> s1, SamplerComparisonState _s1_sampler)
{
return samp3(s0, _s0_sampler).x + samp4(s1, _s1_sampler);
}
void frag_main()
{
FragColor = samp(uSampler, _uSampler_sampler, uSamplerShadow, _uSamplerShadow_sampler);
}
SPIRV_Cross_Output main()
{
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}