I don’t see why not. You’ll have to build a translation layer between SPIR-V and the 2.0 pixel shaders. And that layer will need to make sure that the input SPIR-V doesn’t have constructs that PS 2.0 can’t handle.
I don’t see why not. You’ll have to build a translation layer between SPIR-V and the 2.0 pixel shaders. And that layer will need to make sure that the input SPIR-V doesn’t have constructs that PS 2.0 can’t handle.