SPIRV-Cross/reference/shaders-hlsl/asm/frag/texture-sampling-fp16.asm.frag

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Texture2D<float4> uTexture : register(t0);
SamplerState _uTexture_sampler : register(s0);
static min16float4 FragColor;
static min16float2 UV;
struct SPIRV_Cross_Input
{
min16float2 UV : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
min16float4 FragColor : SV_Target0;
};
void frag_main()
{
FragColor = min16float4(uTexture.Sample(_uTexture_sampler, UV));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
UV = stage_input.UV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}