Texture1D tex1d; SamplerState _tex1d_sampler; Texture2D tex2d; SamplerState _tex2d_sampler; Texture3D tex3d; SamplerState _tex3d_sampler; TextureCube texCube; SamplerState _texCube_sampler; Texture1D tex1dShadow; SamplerComparisonState _tex1dShadow_sampler; Texture2D tex2dShadow; SamplerComparisonState _tex2dShadow_sampler; TextureCube texCubeShadow; SamplerComparisonState _texCubeShadow_sampler; Texture1DArray tex1dArray; SamplerState _tex1dArray_sampler; Texture2DArray tex2dArray; SamplerState _tex2dArray_sampler; TextureCubeArray texCubeArray; SamplerState _texCubeArray_sampler; Texture2D separateTex2d; SamplerState samplerNonDepth; Texture2D separateTex2dDepth; SamplerComparisonState samplerDepth; static float texCoord1d; static float2 texCoord2d; static float3 texCoord3d; static float4 texCoord4d; static float4 FragColor; struct SPIRV_Cross_Input { float texCoord1d : TEXCOORD0; float2 texCoord2d : TEXCOORD1; float3 texCoord3d : TEXCOORD2; float4 texCoord4d : TEXCOORD3; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; float SPIRV_Cross_projectTextureCoordinate(float2 coord) { return coord.x / coord.y; } float2 SPIRV_Cross_projectTextureCoordinate(float3 coord) { return float2(coord.x, coord.y) / coord.z; } float3 SPIRV_Cross_projectTextureCoordinate(float4 coord) { return float3(coord.x, coord.y, coord.z) / coord.w; } void frag_main() { float4 texcolor = tex1d.Sample(_tex1d_sampler, texCoord1d); texcolor += tex1d.Sample(_tex1d_sampler, texCoord1d, 1); texcolor += tex1d.SampleLevel(_tex1d_sampler, texCoord1d, 2.0f); texcolor += tex1d.SampleGrad(_tex1d_sampler, texCoord1d, 1.0f, 2.0f); texcolor += tex1d.Sample(_tex1d_sampler, SPIRV_Cross_projectTextureCoordinate(float2(texCoord1d, 2.0f))); texcolor += tex1d.SampleBias(_tex1d_sampler, texCoord1d, 1.0f); texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d); texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2)); texcolor += tex2d.SampleLevel(_tex2d_sampler, texCoord2d, 2.0f); texcolor += tex2d.SampleGrad(_tex2d_sampler, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f)); texcolor += tex2d.Sample(_tex2d_sampler, SPIRV_Cross_projectTextureCoordinate(float3(texCoord2d, 2.0f))); texcolor += tex2d.SampleBias(_tex2d_sampler, texCoord2d, 1.0f); texcolor += tex3d.Sample(_tex3d_sampler, texCoord3d); texcolor += tex3d.Sample(_tex3d_sampler, texCoord3d, int3(1, 2, 3)); texcolor += tex3d.SampleLevel(_tex3d_sampler, texCoord3d, 2.0f); texcolor += tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f)); texcolor += tex3d.Sample(_tex3d_sampler, SPIRV_Cross_projectTextureCoordinate(float4(texCoord3d, 2.0f))); texcolor += tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f); texcolor += texCube.Sample(_texCube_sampler, texCoord3d); texcolor += texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f); texcolor += texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f); float3 _170 = float3(texCoord1d, 0.0f, 0.0f); texcolor.w += tex1dShadow.SampleCmp(_tex1dShadow_sampler, _170.x, _170.z); float3 _188 = float3(texCoord2d, 0.0f); texcolor.w += tex2dShadow.SampleCmp(_tex2dShadow_sampler, _188.xy, _188.z); float4 _204 = float4(texCoord3d, 0.0f); texcolor.w += texCubeShadow.SampleCmp(_texCubeShadow_sampler, _204.xyz, _204.w); texcolor += tex1dArray.Sample(_tex1dArray_sampler, texCoord2d); texcolor += tex2dArray.Sample(_tex2dArray_sampler, texCoord3d); texcolor += texCubeArray.Sample(_texCubeArray_sampler, texCoord4d); texcolor += tex2d.Gather(_tex2d_sampler, texCoord2d, 0); texcolor += tex2d.Load(int3(int2(1, 2), 0)); texcolor += separateTex2d.Sample(samplerNonDepth, texCoord2d); texcolor.w += separateTex2dDepth.SampleCmp(samplerDepth, texCoord3d.xy, texCoord3d.z); FragColor = texcolor; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { texCoord1d = stage_input.texCoord1d; texCoord2d = stage_input.texCoord2d; texCoord3d = stage_input.texCoord3d; texCoord4d = stage_input.texCoord4d; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }