Texture2D uSampler : register(t0); SamplerState _uSampler_sampler : register(s0); static float4 FragColor; static float4 vInput; struct SPIRV_Cross_Input { float4 vInput : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = vInput; float4 _23 = uSampler.Sample(_uSampler_sampler, vInput.xy); float4 _26 = ddx(vInput); float4 _29 = ddy(vInput); float4 _32 = fwidth(vInput); float4 _35 = ddx_coarse(vInput); float4 _38 = ddy_coarse(vInput); float4 _41 = fwidth(vInput); float4 _44 = ddx_fine(vInput); float4 _47 = ddy_fine(vInput); float4 _50 = fwidth(vInput); float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw); if (vInput.y > 10.0f) { FragColor += _23; FragColor += _26; FragColor += _29; FragColor += _32; FragColor += _35; FragColor += _38; FragColor += _41; FragColor += _44; FragColor += _47; FragColor += _50; FragColor += float2(_56_tmp, _56_tmp).xyxy; } } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vInput = stage_input.vInput; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }