yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
2249d6ffb
master
1//TEST:CROSS_COMPILE(filecheck=CHECK): -profile ps_5_0 -entry main -target glsl 2 3// CHECK: float {{.*}} = (textureLod(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (0.0))); 4// CHECK: float {{.*}} = (textureLodOffset(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (0.0), (ivec2(1, 1)))); 5// CHECK: float {{.*}} = (textureLod(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (1.5))); 6// CHECK: float {{.*}} = (textureLodOffset(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (1.5), (ivec2(2, 2)))); 7 8Texture2D shadowMap; 9SamplerComparisonState sampler; 10float4 main(float4 p : SV_POSITION) 11{ 12 return shadowMap.SampleCmpLevelZero(sampler, float2(0.0), 0.0) 13 + shadowMap.SampleCmpLevelZero(sampler, float2(0.0), 0.0, int2(1,1)) 14 + shadowMap.SampleCmpLevel(sampler, float2(0.0), 0.0, 1.5) 15 + shadowMap.SampleCmpLevel(sampler, float2(0.0), 0.0, 1.5, int2(2,2)); 16}