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1) Append "Shadow" to samplers representing depth textures. 2) Sampling a depth texture returns f32, not vec4<f32> 3) Sampling a depth texture requires a Dref parameter, so we must generate one if none is provided. 4) GLSL requires Dref to be appended to the texture coordinates vector, *unless* it's a samplerCubeArrayShadow, since this would require vec5. In that case, it's passed as a separate parameter. 5) GLSL's textureGather() with a depth sampler always requires a refZ parameter, so provide zero to emulate WGSL's compare-less textureGather(). 6) texelFetch() does not support depth textures, so this will have to be validated out. 7) textureOffset() does not support sampler2DArrayShadow in GLES, so this will have to be validated out. Bug: tint:1298 Change-Id: Idaebe89cac6c1ec97c50a361b1d3aa3b84fb6c12 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78760 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
18 lines
284 B
GLSL
18 lines
284 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp samplerCubeShadow arg_0_arg_1;
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void textureSample_ea7030() {
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float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, 0.0f, 0.0f));
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}
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void fragment_main() {
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textureSample_ea7030();
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}
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void main() {
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fragment_main();
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return;
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}
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