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1#version 450
2
3uniform sampler2DArrayShadow SPIRV_Cross_CombinedShadowMapShadowSamplerPCF;
4
5layout(location = 0) in vec2 texCoords;
6layout(location = 1) in float cascadeIndex;
7layout(location = 2) in float fragDepth;
8layout(location = 0) out vec4 _entryPointOutput;
9
10vec4 _main(vec2 texCoords_1, float cascadeIndex_1, float fragDepth_1)
11{
12    vec4 _60 = vec4(vec3(texCoords_1, cascadeIndex_1), fragDepth_1);
13    float c = textureGrad(SPIRV_Cross_CombinedShadowMapShadowSamplerPCF, vec4(_60.xyz, _60.w), vec2(0.0), vec2(0.0));
14    return vec4(c, c, c, c);
15}
16
17void main()
18{
19    vec2 texCoords_1 = texCoords;
20    float cascadeIndex_1 = cascadeIndex;
21    float fragDepth_1 = fragDepth;
22    vec2 param = texCoords_1;
23    float param_1 = cascadeIndex_1;
24    float param_2 = fragDepth_1;
25    _entryPointOutput = _main(param, param_1, param_2);
26}
27
28