1Texture1D<float4> tex1d : register(t0); 2SamplerState _tex1d_sampler : register(s0); 3Texture2D<float4> tex2d : register(t1); 4SamplerState _tex2d_sampler : register(s1); 5Texture3D<float4> tex3d : register(t2); 6SamplerState _tex3d_sampler : register(s2); 7TextureCube<float4> texCube : register(t3); 8SamplerState _texCube_sampler : register(s3); 9Texture1D<float4> tex1dShadow : register(t4); 10SamplerComparisonState _tex1dShadow_sampler : register(s4); 11Texture2D<float4> tex2dShadow : register(t5); 12SamplerComparisonState _tex2dShadow_sampler : register(s5); 13TextureCube<float4> texCubeShadow : register(t6); 14SamplerComparisonState _texCubeShadow_sampler : register(s6); 15Texture1DArray<float4> tex1dArray : register(t7); 16SamplerState _tex1dArray_sampler : register(s7); 17Texture2DArray<float4> tex2dArray : register(t8); 18SamplerState _tex2dArray_sampler : register(s8); 19TextureCubeArray<float4> texCubeArray : register(t9); 20SamplerState _texCubeArray_sampler : register(s9); 21Texture2D<float4> separateTex2d : register(t12); 22SamplerState samplerNonDepth : register(s11); 23Texture2D<float4> separateTex2dDepth : register(t13); 24SamplerComparisonState samplerDepth : register(s10); 25 26static float texCoord1d; 27static float2 texCoord2d; 28static float3 texCoord3d; 29static float4 texCoord4d; 30static float4 FragColor; 31 32struct SPIRV_Cross_Input 33{ 34 float texCoord1d : TEXCOORD0; 35 float2 texCoord2d : TEXCOORD1; 36 float3 texCoord3d : TEXCOORD2; 37 float4 texCoord4d : TEXCOORD3; 38}; 39 40struct SPIRV_Cross_Output 41{ 42 float4 FragColor : SV_Target0; 43}; 44 45void frag_main() 46{ 47 float2 _41 = float2(texCoord1d, 2.0f); 48 float3 _88 = float3(texCoord2d, 2.0f); 49 float4 _135 = float4(texCoord3d, 2.0f); 50 float4 _162 = (((((((((((((((((((tex1d.Sample(_tex1d_sampler, texCoord1d) + tex1d.Sample(_tex1d_sampler, texCoord1d, 1)) + tex1d.SampleLevel(_tex1d_sampler, texCoord1d, 2.0f)) + tex1d.SampleGrad(_tex1d_sampler, texCoord1d, 1.0f, 2.0f)) + tex1d.Sample(_tex1d_sampler, _41.x / _41.y)) + tex1d.SampleBias(_tex1d_sampler, texCoord1d, 1.0f)) + tex2d.Sample(_tex2d_sampler, texCoord2d)) + tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2))) + tex2d.SampleLevel(_tex2d_sampler, texCoord2d, 2.0f)) + tex2d.SampleGrad(_tex2d_sampler, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f))) + tex2d.Sample(_tex2d_sampler, _88.xy / _88.z)) + tex2d.SampleBias(_tex2d_sampler, texCoord2d, 1.0f)) + tex3d.Sample(_tex3d_sampler, texCoord3d)) + tex3d.Sample(_tex3d_sampler, texCoord3d, int3(1, 2, 3))) + tex3d.SampleLevel(_tex3d_sampler, texCoord3d, 2.0f)) + tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f))) + tex3d.Sample(_tex3d_sampler, _135.xyz / _135.w)) + tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f)) + texCube.Sample(_texCube_sampler, texCoord3d)) + texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f)) + texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f); 51 float4 _333 = _162; 52 _333.w = ((_162.w + tex1dShadow.SampleCmp(_tex1dShadow_sampler, float3(texCoord1d, 0.0f, 0.0f).x, 0.0f)) + tex2dShadow.SampleCmp(_tex2dShadow_sampler, float3(texCoord2d, 0.0f).xy, 0.0f)) + texCubeShadow.SampleCmp(_texCubeShadow_sampler, float4(texCoord3d, 0.0f).xyz, 0.0f); 53 float4 _243 = tex2d.GatherRed(_tex2d_sampler, texCoord2d); 54 float4 _269 = tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1)); 55 float4 _308 = ((((((((((((((_333 + tex1dArray.Sample(_tex1dArray_sampler, texCoord2d)) + tex2dArray.Sample(_tex2dArray_sampler, texCoord3d)) + texCubeArray.Sample(_texCubeArray_sampler, texCoord4d)) + _243) + _243) + tex2d.GatherGreen(_tex2d_sampler, texCoord2d)) + tex2d.GatherBlue(_tex2d_sampler, texCoord2d)) + tex2d.GatherAlpha(_tex2d_sampler, texCoord2d)) + _269) + _269) + tex2d.GatherGreen(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherBlue(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherAlpha(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.Load(int3(int2(1, 2), 0))) + separateTex2d.Sample(samplerNonDepth, texCoord2d); 56 float4 _336 = _308; 57 _336.w = _308.w + separateTex2dDepth.SampleCmp(samplerDepth, texCoord3d.xy, texCoord3d.z); 58 FragColor = _336; 59} 60 61SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 62{ 63 texCoord1d = stage_input.texCoord1d; 64 texCoord2d = stage_input.texCoord2d; 65 texCoord3d = stage_input.texCoord3d; 66 texCoord4d = stage_input.texCoord4d; 67 frag_main(); 68 SPIRV_Cross_Output stage_output; 69 stage_output.FragColor = FragColor; 70 return stage_output; 71} 72