SPIRV-Cross/reference/opt/shaders-hlsl/frag/resources.frag

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cbuffer CBuffer : register(b3)
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{
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float4 cbuf_a : packoffset(c0);
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};
cbuffer PushMe
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{
float4 registers_d : packoffset(c0);
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};
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Texture2D<float4> uSampledImage : register(t4);
SamplerState _uSampledImage_sampler : register(s4);
Texture2D<float4> uTexture : register(t5);
SamplerState uSampler : register(s6);
static float2 vTex;
static float4 FragColor;
struct SPIRV_Cross_Input
{
float2 vTex : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
FragColor = (uSampledImage.Sample(_uSampledImage_sampler, vTex) + uTexture.Sample(uSampler, vTex)) + (cbuf_a + registers_d);
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}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vTex = stage_input.vTex;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}