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 _162 = (((((((((((((((((((tex1d.Sample(_tex1d_sampler, texCoord1d) + tex1d.Sample(_tex1d_sampler, texCoord1d, 1)) + tex1d.SampleLevel(_tex1d_sampler, texCoord1d, 2.0f)) + tex1d.SampleGrad(_tex1d_sampler, texCoord1d, 1.0f, 2.0f)) + tex1d.Sample(_tex1d_sampler, SPIRV_Cross_projectTextureCoordinate(float2(texCoord1d, 2.0f)))) + tex1d.SampleBias(_tex1d_sampler, texCoord1d, 1.0f)) + tex2d.Sample(_tex2d_sampler, texCoord2d)) + tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2))) + tex2d.SampleLevel(_tex2d_sampler, texCoord2d, 2.0f)) + tex2d.SampleGrad(_tex2d_sampler, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f))) + tex2d.Sample(_tex2d_sampler, SPIRV_Cross_projectTextureCoordinate(float3(texCoord2d, 2.0f)))) + tex2d.SampleBias(_tex2d_sampler, texCoord2d, 1.0f)) + tex3d.Sample(_tex3d_sampler, texCoord3d)) + tex3d.Sample(_tex3d_sampler, texCoord3d, int3(1, 2, 3))) + tex3d.SampleLevel(_tex3d_sampler, texCoord3d, 2.0f)) + tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f))) + tex3d.Sample(_tex3d_sampler, SPIRV_Cross_projectTextureCoordinate(float4(texCoord3d, 2.0f)))) + tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f)) + texCube.Sample(_texCube_sampler, texCoord3d)) + texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f)) + texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f); float _178 = _162.w + tex1dShadow.SampleCmp(_tex1dShadow_sampler, float3(texCoord1d, 0.0f, 0.0f).x, 0.0f); float4 _327 = _162; _327.w = _178; float _193 = _178 + tex2dShadow.SampleCmp(_tex2dShadow_sampler, float3(texCoord2d, 0.0f).xy, 0.0f); float4 _331 = _327; _331.w = _193; float4 _335 = _331; _335.w = _193 + texCubeShadow.SampleCmp(_texCubeShadow_sampler, float4(texCoord3d, 0.0f).xyz, 0.0f); float4 _308 = ((((((((((((((_335 + tex1dArray.Sample(_tex1dArray_sampler, texCoord2d)) + tex2dArray.Sample(_tex2dArray_sampler, texCoord3d)) + texCubeArray.Sample(_texCubeArray_sampler, texCoord4d)) + tex2d.GatherRed(_tex2d_sampler, texCoord2d)) + tex2d.GatherRed(_tex2d_sampler, texCoord2d)) + tex2d.GatherGreen(_tex2d_sampler, texCoord2d)) + tex2d.GatherBlue(_tex2d_sampler, texCoord2d)) + tex2d.GatherAlpha(_tex2d_sampler, texCoord2d)) + tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherGreen(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherBlue(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.GatherAlpha(_tex2d_sampler, texCoord2d, int2(1, 1))) + tex2d.Load(int3(int2(1, 2), 0))) + separateTex2d.Sample(samplerNonDepth, texCoord2d); float4 _339 = _308; _339.w = _308.w + separateTex2dDepth.SampleCmp(samplerDepth, texCoord3d.xy, texCoord3d.z); FragColor = _339; } 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; }