Texture2DMS uTex : register(t0); SamplerState _uTex_sampler : register(s0); static float4 gl_FragCoord; static float4 FragColor; struct SPIRV_Cross_Input { float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { int2 _22 = int2(gl_FragCoord.xy); FragColor = uTex.Load(_22, 0); FragColor += uTex.Load(_22, 1); FragColor += uTex.Load(_22, 2); FragColor += uTex.Load(_22, 3); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }