uniform sampler2D uSampler; static float4 FragColor; static float2 vUV; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : COLOR0; }; void frag_main() { float3 _23 = float3(vUV, 5.0f); FragColor = tex2Dproj(uSampler, float4(_23.xy, 0.0, _23.z)); FragColor += tex2Dbias(uSampler, float4(vUV, 0.0, 3.0f)); FragColor += tex2Dlod(uSampler, float4(vUV, 0.0, 2.0f)); FragColor += tex2Dgrad(uSampler, vUV, 4.0f.xx, 5.0f.xx); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = float4(FragColor); return stage_output; }