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