Texture2D uSampler : register(t0); SamplerState _uSampler_sampler : register(s0); static float4 FragColor; static float4 vInput; struct SPIRV_Cross_Input { float4 vInput : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = vInput; float4 t = uSampler.Sample(_uSampler_sampler, vInput.xy); float4 d0 = ddx(vInput); float4 d1 = ddy(vInput); float4 d2 = fwidth(vInput); float4 d3 = ddx_coarse(vInput); float4 d4 = ddy_coarse(vInput); float4 d5 = fwidth(vInput); float4 d6 = ddx_fine(vInput); float4 d7 = ddy_fine(vInput); float4 d8 = fwidth(vInput); float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw); float2 _56 = _56_tmp.xx; float2 lod = _56; if (vInput.y > 10.0f) { FragColor += t; FragColor += d0; FragColor += d1; FragColor += d2; FragColor += d3; FragColor += d4; FragColor += d5; FragColor += d6; FragColor += d7; FragColor += d8; FragColor += lod.xyxy; } } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vInput = stage_input.vInput; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }