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authorLukas Hermanns <lukas.hermanns@epicgames.com>2019-09-27 22:49:54 +0300
committerLukas Hermanns <lukas.hermanns@epicgames.com>2019-09-27 22:49:54 +0300
commitf3a6d28a1daf2a19299d58fd397a98b169ed30cb (patch)
tree426b47f53603af2cbf3c2fdc824271a2c9438da7 /reference/opt/shaders-msl/asm
parentc3d6022956cc83f352a0d55dda607a8ccf4e8c85 (diff)
Further updates for pull request #1162; also added two test cases for spvCubemapTo2DArrayFace function and added '--msl-framebuffer-fetch'/ '--msl-emulate-cube-array' compiler options.
Diffstat (limited to 'reference/opt/shaders-msl/asm')
-rw-r--r--reference/opt/shaders-msl/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag (renamed from reference/opt/shaders-msl/asm/frag/frame-buffer-fetch-subpass-input.asm.frag)4
1 files changed, 2 insertions, 2 deletions
diff --git a/reference/opt/shaders-msl/asm/frag/frame-buffer-fetch-subpass-input.asm.frag b/reference/opt/shaders-msl/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag
index 61d9ad1e..f0e48f51 100644
--- a/reference/opt/shaders-msl/asm/frag/frame-buffer-fetch-subpass-input.asm.frag
+++ b/reference/opt/shaders-msl/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag
@@ -238,10 +238,10 @@ struct main0_out
float4 out_var_SV_Target0 [[color(0)]];
};
-fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], texture2d<float> _gl_LastFragData [[texture(0)]], texture2d<float> ShadowDepthTexture [[texture(1)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
+fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(1)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
- float4 _67 = _gl_LastFragData.read(uint2(gl_FragCoord.xy), 0);
+ float4 _67 = _gl_LastFragData;
float _68 = _67.w;
float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
float _118 = fast::clamp(((fast::clamp((ShadowDepthTexture.sample(ShadowDepthTextureSampler, (((_82.xyz / float3(_82.w)).xy * _Globals.ShadowTileOffsetAndSize.zw).xy + _Globals.ShadowTileOffsetAndSize.xy).xy, level(0.0)).xxx * float3(_Globals.SoftTransitionScale.z)) - float3((fast::min(_82.z, 0.999989986419677734375) * _Globals.SoftTransitionScale.z) - 1.0), float3(0.0), float3(1.0)).x - 0.5) * _Globals.ShadowSharpen) + 0.5, 0.0, 1.0);