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16 行
395 B
16 行
395 B
#if SHADERPASS != SHADERPASS_DEPTH_ONLY
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#error SHADERPASS_is_not_correctly_define
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#endif
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float4 Frag(PackedVaryings packedInput) : SV_Target
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{
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FragInput input = UnpackVaryings(packedInput);
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
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// TODO: handle cubemap shadow
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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