Texture1D uShadow1D : register(t0); SamplerComparisonState _uShadow1D_sampler : register(s0); Texture2D uShadow2D : register(t1); SamplerComparisonState _uShadow2D_sampler : register(s1); Texture1D uSampler1D : register(t2); SamplerState _uSampler1D_sampler : register(s2); Texture2D uSampler2D : register(t3); SamplerState _uSampler2D_sampler : register(s3); Texture3D uSampler3D : register(t4); SamplerState _uSampler3D_sampler : register(s4); static float FragColor; static float4 vClip4; static float2 vClip2; static float3 vClip3; struct SPIRV_Cross_Input { float3 vClip3 : TEXCOORD0; float4 vClip4 : TEXCOORD1; float2 vClip2 : TEXCOORD2; }; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; void frag_main() { float4 _17 = vClip4; float4 _20 = _17; _20.y = _17.w; FragColor = uShadow1D.SampleCmp(_uShadow1D_sampler, _20.x / _20.y, _17.z / _20.y); float4 _30 = _17; _30.z = _17.w; FragColor = uShadow2D.SampleCmp(_uShadow2D_sampler, _30.xy / _30.z, _17.z / _30.z); FragColor = uSampler1D.Sample(_uSampler1D_sampler, vClip2.x / vClip2.y).x; FragColor = uSampler2D.Sample(_uSampler2D_sampler, vClip3.xy / vClip3.z).x; FragColor = uSampler3D.Sample(_uSampler3D_sampler, _17.xyz / _17.w).x; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vClip4 = stage_input.vClip4; vClip2 = stage_input.vClip2; vClip3 = stage_input.vClip3; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }