SPIRV-Cross/reference/opt/shaders-hlsl/frag/combined-texture-sampler-parameter.frag

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Texture2D<float4> uSampler : register(t0);
SamplerState _uSampler_sampler : register(s0);
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Texture2D<float4> uSamplerShadow : register(t1);
SamplerComparisonState _uSamplerShadow_sampler : register(s1);
static float FragColor;
struct SPIRV_Cross_Output
{
float FragColor : SV_Target0;
};
void frag_main()
{
FragColor = (uSampler.Sample(_uSampler_sampler, 1.0f.xx) + uSampler.Load(int3(int2(10, 10), 0))).x + uSamplerShadow.SampleCmp(_uSamplerShadow_sampler, 1.0f.xxx.xy, 1.0f);
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}
SPIRV_Cross_Output main()
{
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}