Texture2D uImage : register(t0); SamplerState _uImage_sampler : register(s0); static float4 v0; static float4 FragColor; struct SPIRV_Cross_Input { float4 v0 : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { int i = 0; float phi; float4 _36; phi = 1.0f; _36 = float4(1.0f, 2.0f, 1.0f, 2.0f); for (;;) { FragColor = _36; if (i < 4) { if (v0[i] > 0.0f) { float2 _48 = phi.xx; i++; phi += 2.0f; _36 = uImage.SampleLevel(_uImage_sampler, _48, 0.0f); continue; } else { break; } } else { break; } } } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { v0 = stage_input.v0; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }