RetroArch/reference/opt/shaders-hlsl/asm/frag/unknown-depth-state.asm.frag

32 lines
700 B
GLSL

Texture2D<float4> uShadow : register(t0);
SamplerComparisonState _uShadow_sampler : register(s0);
Texture2D<float4> uTexture : register(t1);
SamplerComparisonState uSampler : register(s2);
static float3 vUV;
static float FragColor;
struct SPIRV_Cross_Input
{
float3 vUV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
void frag_main()
{
FragColor = uShadow.SampleCmp(_uShadow_sampler, vUV.xy, vUV.z) + uTexture.SampleCmp(uSampler, vUV.xy, vUV.z);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}