Texture2D uSampler2D : register(t0); SamplerComparisonState _uSampler2D_sampler : register(s0); Texture2DArray uSampler2DArray : register(t1); SamplerComparisonState _uSampler2DArray_sampler : register(s1); TextureCube uSamplerCube : register(t2); SamplerComparisonState _uSamplerCube_sampler : register(s2); TextureCubeArray uSamplerCubeArray : register(t3); SamplerComparisonState _uSamplerCubeArray_sampler : register(s3); static float3 vUVRef; static float4 vDirRef; static float FragColor; struct SPIRV_Cross_Input { float3 vUVRef : TEXCOORD0; float4 vDirRef : TEXCOORD1; }; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; void frag_main() { float4 _80 = vDirRef; _80.z = vDirRef.w; FragColor = (((((((uSampler2D.SampleCmp(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1)) + uSampler2DArray.SampleCmp(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1))) + uSamplerCube.SampleCmp(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w)) + uSamplerCubeArray.SampleCmp(_uSamplerCubeArray_sampler, vDirRef, 0.5f)) + uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1))) + uSampler2DArray.SampleCmpLevelZero(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1))) + uSamplerCube.SampleCmpLevelZero(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w)) + uSampler2D.SampleCmp(_uSampler2D_sampler, _80.xy / _80.z, vDirRef.z / _80.z, int2(1, 1))) + uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, _80.xy / _80.z, vDirRef.z / _80.z, int2(1, 1)); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUVRef = stage_input.vUVRef; vDirRef = stage_input.vDirRef; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }