SPIRV-Cross/reference/opt/shaders/desktop-only/frag/control-dependent-in-branch.desktop.frag

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#version 450
layout(binding = 0) uniform sampler2D uSampler;
layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec4 vInput;
void main()
{
FragColor = vInput;
vec4 _23 = texture(uSampler, vInput.xy);
vec4 _26 = dFdx(vInput);
vec4 _29 = dFdy(vInput);
vec4 _32 = fwidth(vInput);
vec4 _35 = dFdxCoarse(vInput);
vec4 _38 = dFdyCoarse(vInput);
vec4 _41 = fwidthCoarse(vInput);
vec4 _44 = dFdxFine(vInput);
vec4 _47 = dFdyFine(vInput);
vec4 _50 = fwidthFine(vInput);
vec2 _56 = textureQueryLod(uSampler, vInput.zw);
if (vInput.y > 10.0)
{
FragColor += _23;
FragColor += _26;
FragColor += _29;
FragColor += _32;
FragColor += _35;
FragColor += _38;
FragColor += _41;
FragColor += _44;
FragColor += _47;
FragColor += _50;
FragColor += _56.xyxy;
}
}