ByteAddressBuffer _8 : register(t0, space2); Texture2D uSamplers[] : register(t0, space0); SamplerState _uSamplers_sampler[] : register(s0, space0); Texture2D uSampler : register(t1, space1); SamplerState _uSampler_sampler : register(s1, space1); static float4 gl_FragCoord; static float4 FragColor; static float2 vUV; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = uSamplers[NonUniformResourceIndex(_8.Load(40))].SampleLevel(_uSamplers_sampler[NonUniformResourceIndex(_8.Load(40))], vUV, 0.0f); FragColor += uSampler.SampleLevel(_uSampler_sampler, vUV, float(_8.Load(int(gl_FragCoord.y) * 4 + 0))); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }