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48 lines
1.4 KiB
GLSL
48 lines
1.4 KiB
GLSL
#version 310 es
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#extension GL_EXT_texture_cube_map_array : require
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precision highp float;
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precision highp int;
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uniform highp sampler2DShadow _group_1_binding_2_fs;
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uniform highp sampler2DArrayShadow _group_1_binding_3_fs;
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uniform highp samplerCubeShadow _group_1_binding_4_fs;
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layout(location = 0) out float _fs2p_location0;
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void main() {
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float a_1 = 0.0;
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vec2 tc = vec2(0.5);
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vec3 tc3_ = vec3(0.5);
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float _e8 = texture(_group_1_binding_2_fs, vec3(tc, 0.5));
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float _e9 = a_1;
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a_1 = (_e9 + _e8);
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float _e14 = texture(_group_1_binding_3_fs, vec4(tc, 0u, 0.5));
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float _e15 = a_1;
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a_1 = (_e15 + _e14);
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float _e20 = texture(_group_1_binding_3_fs, vec4(tc, 0, 0.5));
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float _e21 = a_1;
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a_1 = (_e21 + _e20);
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float _e25 = texture(_group_1_binding_4_fs, vec4(tc3_, 0.5));
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float _e26 = a_1;
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a_1 = (_e26 + _e25);
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float _e30 = textureLod(_group_1_binding_2_fs, vec3(tc, 0.5), 0.0);
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float _e31 = a_1;
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a_1 = (_e31 + _e30);
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float _e36 = textureGrad(_group_1_binding_3_fs, vec4(tc, 0u, 0.5), vec2(0.0), vec2(0.0));
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float _e37 = a_1;
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a_1 = (_e37 + _e36);
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float _e42 = textureGrad(_group_1_binding_3_fs, vec4(tc, 0, 0.5), vec2(0.0), vec2(0.0));
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float _e43 = a_1;
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a_1 = (_e43 + _e42);
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float _e47 = textureGrad(_group_1_binding_4_fs, vec4(tc3_, 0.5), vec3(0.0), vec3(0.0));
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float _e48 = a_1;
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a_1 = (_e48 + _e47);
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float _e50 = a_1;
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_fs2p_location0 = _e50;
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return;
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}
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