struct UBO_1_1 { float4 v[64]; }; ConstantBuffer ubos[] : register(b0, space2); ByteAddressBuffer ssbos[] : register(t0, space3); Texture2D uSamplers[] : register(t0, space0); SamplerState uSamps[] : register(s0, space1); Texture2D uCombinedSamplers[] : register(t4, space0); SamplerState _uCombinedSamplers_sampler[] : register(s4, space0); static int vIndex; static float4 FragColor; static float2 vUV; struct SPIRV_Cross_Input { nointerpolation int vIndex : TEXCOORD0; float2 vUV : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { int i = vIndex; int _59 = i + 10; int _64 = i + 40; FragColor = uSamplers[NonUniformResourceIndex(_59)].Sample(uSamps[NonUniformResourceIndex(_64)], vUV); int _71 = i + 10; FragColor = uCombinedSamplers[NonUniformResourceIndex(_71)].Sample(_uCombinedSamplers_sampler[NonUniformResourceIndex(_71)], vUV); int _77 = i + 20; int _80 = i + 40; FragColor += ubos[NonUniformResourceIndex(_77)].v[_80]; int _87 = i + 50; int _90 = i + 60; FragColor += asfloat(ssbos[NonUniformResourceIndex(_87)].Load4(_90 * 16 + 0)); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vIndex = stage_input.vIndex; vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }