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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>
30 lines
733 B
GLSL
30 lines
733 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 2) in vec2 vUv_1;
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layout(location = 0) out vec4 color_1;
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struct FragmentInput {
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vec2 vUv;
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};
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struct FragmentOutput {
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vec4 color;
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};
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uniform highp sampler2DShadow depthMap_texSampler;
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FragmentOutput tint_symbol(FragmentInput fIn) {
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float tint_symbol_1 = texture(depthMap_texSampler, vec3(fIn.vUv, 0.0f));
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vec3 color = vec3(tint_symbol_1, tint_symbol_1, tint_symbol_1);
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FragmentOutput fOut = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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fOut.color = vec4(color, 1.0f);
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return fOut;
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}
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void main() {
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FragmentInput tint_symbol_2 = FragmentInput(vUv_1);
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FragmentOutput inner_result = tint_symbol(tint_symbol_2);
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color_1 = inner_result.color;
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return;
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}
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