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authorHans-Kristian Arntzen <post@arntzen-software.no>2019-02-22 14:02:11 +0300
committerHans-Kristian Arntzen <post@arntzen-software.no>2019-02-22 14:27:40 +0300
commita4ac27546a8fb86156c77939d44fddbdf283b1df (patch)
tree422da6ae84b066c3d41f3d9461f9a8d2c3cb0a02 /reference/opt/shaders/asm
parent77bc102c6bfca8caca7ecc1abc1382f81d7a75f5 (diff)
MSL: Fix textures which are sampled and compared against.
depth2d in MSL only returns float, not float4, even for normal sampling. We need to conditionally remap-swizzle back to float4.
Diffstat (limited to 'reference/opt/shaders/asm')
-rw-r--r--reference/opt/shaders/asm/frag/sample-and-compare.asm.frag13
1 files changed, 13 insertions, 0 deletions
diff --git a/reference/opt/shaders/asm/frag/sample-and-compare.asm.frag b/reference/opt/shaders/asm/frag/sample-and-compare.asm.frag
new file mode 100644
index 00000000..d6489ed0
--- /dev/null
+++ b/reference/opt/shaders/asm/frag/sample-and-compare.asm.frag
@@ -0,0 +1,13 @@
+#version 450
+
+uniform sampler2D SPIRV_Cross_Combinedg_Textureg_Sampler;
+uniform sampler2DShadow SPIRV_Cross_Combinedg_Textureg_CompareSampler;
+
+layout(location = 0) in vec2 in_var_TEXCOORD0;
+layout(location = 0) out float out_var_SV_Target;
+
+void main()
+{
+ out_var_SV_Target = texture(SPIRV_Cross_Combinedg_Textureg_Sampler, in_var_TEXCOORD0).x + textureLod(SPIRV_Cross_Combinedg_Textureg_CompareSampler, vec3(in_var_TEXCOORD0, 0.5), 0.0);
+}
+