Texture2D uSampler2D : register(t0); SamplerComparisonState _uSampler2D_sampler : register(s0); Texture2DArray uSampler2DArray : register(t1); SamplerComparisonState _uSampler2DArray_sampler : register(s1); TextureCube uSamplerCube : register(t2); SamplerComparisonState _uSamplerCube_sampler : register(s2); TextureCubeArray uSamplerCubeArray : register(t3); SamplerComparisonState _uSamplerCubeArray_sampler : register(s3); static float3 vUVRef; static float4 vDirRef; static float FragColor; struct SPIRV_Cross_Input { float3 vUVRef : TEXCOORD0; float4 vDirRef : TEXCOORD1; }; struct SPIRV_Cross_Output { float 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() { float s0 = uSampler2D.SampleCmp(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1)); float s1 = uSampler2DArray.SampleCmp(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1)); float s2 = uSamplerCube.SampleCmp(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w); float s3 = uSamplerCubeArray.SampleCmp(_uSamplerCubeArray_sampler, vDirRef, 0.5f); float l0 = uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1)); float l1 = uSampler2DArray.SampleCmpLevelZero(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1)); float l2 = uSamplerCube.SampleCmpLevelZero(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w); float4 _80 = vDirRef; _80.z = vDirRef.w; float p0 = uSampler2D.SampleCmp(_uSampler2D_sampler, SPIRV_Cross_projectTextureCoordinate(_80.xyz), vDirRef.z, int2(1, 1)); float4 _87 = vDirRef; _87.z = vDirRef.w; float p1 = uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, SPIRV_Cross_projectTextureCoordinate(_87.xyz), vDirRef.z, int2(1, 1)); FragColor = (((((((s0 + s1) + s2) + s3) + l0) + l1) + l2) + p0) + p1; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUVRef = stage_input.vUVRef; vDirRef = stage_input.vDirRef; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }