Texture2D uSampler[4] : register(t0); SamplerState _uSampler_sampler[4] : register(s0); Texture2D uTextures[4] : register(t8); SamplerState uSamplers[4] : register(s4); static int vIndex; static float2 vTex; static float4 FragColor; struct SPIRV_Cross_Input { nointerpolation float2 vTex : TEXCOORD0; nointerpolation int vIndex : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = 0.0f.xxxx; FragColor += uTextures[2].Sample(uSamplers[1], vTex); FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex); FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex + 0.100000001490116119384765625f.xx); FragColor += uSampler[vIndex].Sample(_uSampler_sampler[vIndex], vTex + 0.20000000298023223876953125f.xx); FragColor += uSampler[3].Sample(_uSampler_sampler[3], vTex + 0.300000011920928955078125f.xx); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vIndex = stage_input.vIndex; vTex = stage_input.vTex; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }