SPIRV-Cross/reference/opt/shaders-hlsl/frag/input-attachment-ms.frag

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Texture2DMS<float4> uSubpass0 : register(t0);
Texture2DMS<float4> uSubpass1 : register(t1);
static float4 gl_FragCoord;
static int gl_SampleID;
static float4 FragColor;
struct SPIRV_Cross_Input
{
float4 gl_FragCoord : SV_Position;
uint gl_SampleID : SV_SampleIndex;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
FragColor = (uSubpass0.Load(int2(gl_FragCoord.xy), 1) + uSubpass1.Load(int2(gl_FragCoord.xy), 2)) + uSubpass0.Load(int2(gl_FragCoord.xy), gl_SampleID);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord;
gl_FragCoord.w = 1.0 / gl_FragCoord.w;
gl_SampleID = stage_input.gl_SampleID;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}