Texture2D uTexture : register(t0); SamplerState _uTexture_sampler : register(s0); static float4 gl_FragCoord; static float4 FragColor; struct SPIRV_Cross_Input { float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { int2 _22 = int2(gl_FragCoord.xy); FragColor = uTexture.Load(int3(_22, 0), int2(1, 1)); FragColor += uTexture.Load(int3(_22, 0), int2(-1, 1)); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }