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https://github.com/libretro/RetroArch
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18 lines
406 B
GLSL
18 lines
406 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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float _main()
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{
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vec4 _33 = vec4(vec3(0.100000001490116119384765625), 0.5);
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return textureGrad(SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF, vec4(_33.xyz, _33.w), vec3(0.0), vec3(0.0));
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}
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void main()
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{
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_entryPointOutput = _main();
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}
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