struct UBO_1_1 { float4 v[64]; }; ConstantBuffer ubos[] : register(b0, space3); ByteAddressBuffer ssbos[] : register(t0, space4); Texture2D uSamplers[] : register(t0, space0); SamplerState uSamps[] : register(s0, space2); Texture2D uCombinedSamplers[] : register(t0, space1); SamplerState _uCombinedSamplers_sampler[] : register(s0, space1); static int vIndex; static float4 FragColor; static float2 vUV; struct SPIRV_Cross_Input { nointerpolation int vIndex : TEXCOORD0; float2 vUV : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { int i = vIndex; FragColor = uSamplers[NonUniformResourceIndex(i + 10)].Sample(uSamps[NonUniformResourceIndex(i + 40)], vUV); int _47 = i + 10; FragColor = uCombinedSamplers[NonUniformResourceIndex(_47)].Sample(_uCombinedSamplers_sampler[NonUniformResourceIndex(_47)], vUV); FragColor += ubos[NonUniformResourceIndex(i + 20)].v[i + 40]; FragColor += asfloat(ssbos[NonUniformResourceIndex(i + 50)].Load4((i + 60) * 16 + 0)); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vIndex = stage_input.vIndex; vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }