Texture2D uCombined[4] : register(t0); SamplerState _uCombined_sampler[4] : register(s0); Texture2D uTex[4] : register(t4); SamplerState uSampler[4] : register(s8); RWTexture2D uImage[8] : register(u12); static float4 gl_FragCoord; static float2 vTex; static int vIndex; struct SPIRV_Cross_Input { float2 vTex : TEXCOORD0; nointerpolation int vIndex : TEXCOORD1; float4 gl_FragCoord : SV_Position; }; void frag_main() { int _72 = vIndex + 1; uImage[vIndex][int2(gl_FragCoord.xy)] = ((uCombined[vIndex].Sample(_uCombined_sampler[vIndex], vTex) + uTex[vIndex].Sample(uSampler[vIndex], vTex)) + uCombined[_72].Sample(_uCombined_sampler[_72], vTex)) + uTex[_72].Sample(uSampler[_72], vTex); } void main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; vTex = stage_input.vTex; vIndex = stage_input.vIndex; frag_main(); }