Texture2D uSampler : register(t0); SamplerState _uSampler_sampler : register(s0); static float4 FragColor; static float2 vTexCoord; struct SPIRV_Cross_Input { float2 vTexCoord : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { float _19_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vTexCoord); float2 _19 = _19_tmp.xx; FragColor = _19.xyxy; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vTexCoord = stage_input.vTexCoord; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }