SPIRV-Cross/reference/opt/shaders-hlsl/frag/tex-sampling-ms.frag

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Texture2DMS<float4> uTex : register(t0);
SamplerState _uTex_sampler : register(s0);
static float4 gl_FragCoord;
static float4 FragColor;
struct SPIRV_Cross_Input
{
float4 gl_FragCoord : SV_Position;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
int2 _22 = int2(gl_FragCoord.xy);
FragColor = uTex.Load(_22, 0);
FragColor += uTex.Load(_22, 1);
FragColor += uTex.Load(_22, 2);
FragColor += uTex.Load(_22, 3);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
gl_FragCoord.w = 1.0 / gl_FragCoord.w;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}