RWByteAddressBuffer _34 : register(u0); Texture2D Buf : register(t1); SamplerState _Buf_sampler : register(s1); static float4 gl_FragCoord; static int vIn; static int vIn2; static float4 FragColor; struct SPIRV_Cross_Input { nointerpolation int vIn : TEXCOORD0; nointerpolation int vIn2 : TEXCOORD1; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { int _40 = Buf.Load(int3(int2(gl_FragCoord.xy), 0)).x % 16; FragColor = (asfloat(_34.Load4(_40 * 16 + 0)) + asfloat(_34.Load4(_40 * 16 + 0))) + asfloat(_34.Load4(((vIn * vIn) + (vIn2 * vIn2)) * 16 + 0)); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; vIn = stage_input.vIn; vIn2 = stage_input.vIn2; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }