Texture1D tex1d : register(t0); SamplerState _tex1d_sampler : register(s0); Texture2D tex2d : register(t1); SamplerState _tex2d_sampler : register(s1); Texture3D tex3d : register(t2); SamplerState _tex3d_sampler : register(s2); TextureCube texCube : register(t3); SamplerState _texCube_sampler : register(s3); Texture1D tex1dShadow : register(t4); SamplerComparisonState _tex1dShadow_sampler : register(s4); Texture2D tex2dShadow : register(t5); SamplerComparisonState _tex2dShadow_sampler : register(s5); TextureCube texCubeShadow : register(t6); SamplerComparisonState _texCubeShadow_sampler : register(s6); Texture1DArray tex1dArray : register(t7); SamplerState _tex1dArray_sampler : register(s7); Texture2DArray tex2dArray : register(t8); SamplerState _tex2dArray_sampler : register(s8); TextureCubeArray texCubeArray : register(t9); SamplerState _texCubeArray_sampler : register(s9); Texture2D separateTex2d : register(t12); SamplerState samplerNonDepth : register(s11); Texture2D separateTex2dDepth : register(t13); SamplerComparisonState samplerDepth : register(s10); 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; }; void frag_main() { float2 _41 = float2(texCoord1d, 2.0f); float3 _88 = float3(texCoord2d, 2.0f); float4 _135 = float4(texCoord3d, 2.0f); 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, _41.x / _41.y)) + 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, _88.xy / _88.z)) + 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, _135.xyz / _135.w)) + 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); float4 _333 = _162; _333.w = ((_162.w + tex1dShadow.SampleCmp(_tex1dShadow_sampler, float3(texCoord1d, 0.0f, 0.0f).x, 0.0f)) + tex2dShadow.SampleCmp(_tex2dShadow_sampler, float3(texCoord2d, 0.0f).xy, 0.0f)) + texCubeShadow.SampleCmp(_texCubeShadow_sampler, float4(texCoord3d, 0.0f).xyz, 0.0f); float4 _308 = ((((((((((((((_333 + 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 _336 = _308; _336.w = _308.w + separateTex2dDepth.SampleCmp(samplerDepth, texCoord3d.xy, texCoord3d.z); FragColor = _336; } 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; }