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https://github.com/libretro/RetroArch
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12 lines
401 B
GLSL
12 lines
401 B
GLSL
#version 450
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uniform samplerCubeShadow SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF;
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layout(location = 0) out float _entryPointOutput;
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void main()
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{
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_entryPointOutput = textureGrad(SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF, vec4(vec4(0.100000001490116119384765625, 0.100000001490116119384765625, 0.100000001490116119384765625, 0.5).xyz, 0.5), vec3(0.0), vec3(0.0));
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}
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