uniform sampler1D tex1d; uniform sampler2D tex2d; uniform sampler3D tex3d; uniform samplerCUBE texCube; uniform sampler1D tex1dShadow; uniform sampler2D tex2dShadow; static float texCoord1d; static float2 texCoord2d; static float3 texCoord3d; static float4 FragColor; static float4 texCoord4d; struct SPIRV_Cross_Input { float texCoord1d : TEXCOORD0; float2 texCoord2d : TEXCOORD1; float3 texCoord3d : TEXCOORD2; float4 texCoord4d : TEXCOORD3; }; struct SPIRV_Cross_Output { float4 FragColor : COLOR0; }; void frag_main() { float4 texcolor = tex1D(tex1d, texCoord1d); texcolor += tex1Dlod(tex1d, float4(texCoord1d, 0.0, 0.0, 2.0f)); texcolor += tex1Dgrad(tex1d, texCoord1d, 1.0f, 2.0f); float2 _34 = float2(texCoord1d, 2.0f); texcolor += tex1Dproj(tex1d, float4(_34.x, 0.0, 0.0, _34.y)); texcolor += tex1Dbias(tex1d, float4(texCoord1d, 0.0, 0.0, 1.0f)); texcolor += tex2D(tex2d, texCoord2d); texcolor += tex2Dlod(tex2d, float4(texCoord2d, 0.0, 2.0f)); texcolor += tex2Dgrad(tex2d, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f)); float3 _73 = float3(texCoord2d, 2.0f); texcolor += tex2Dproj(tex2d, float4(_73.xy, 0.0, _73.z)); texcolor += tex2Dbias(tex2d, float4(texCoord2d, 0.0, 1.0f)); texcolor += tex3D(tex3d, texCoord3d); texcolor += tex3Dlod(tex3d, float4(texCoord3d, 2.0f)); texcolor += tex3Dgrad(tex3d, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f)); float4 _112 = float4(texCoord3d, 2.0f); texcolor += tex3Dproj(tex3d, float4(_112.xyz, _112.w)); texcolor += tex3Dbias(tex3d, float4(texCoord3d, 1.0f)); texcolor += texCUBE(texCube, texCoord3d); texcolor += texCUBElod(texCube, float4(texCoord3d, 2.0f)); texcolor += texCUBEbias(texCube, float4(texCoord3d, 1.0f)); float3 _147 = float3(texCoord1d, 0.0f, 0.0f); texcolor.w += tex1Dproj(tex1dShadow, float4(_147.x, 0.0, _147.z, 1.0)).x; float3 _159 = float3(texCoord1d, 0.0f, 0.0f); texcolor.w += tex1Dlod(tex1dShadow, float4(_159.x, 0.0, _159.z, 2.0f)).x; float4 _168 = float4(texCoord1d, 0.0f, 0.0f, 2.0f); float4 _171 = _168; _171.y = _168.w; texcolor.w += tex1Dproj(tex1dShadow, float4(_171.x, 0.0, _168.z, _171.y)).x; float3 _179 = float3(texCoord1d, 0.0f, 0.0f); texcolor.w += tex1Dbias(tex1dShadow, float4(_179.x, 0.0, _179.z, 1.0f)).x; float3 _194 = float3(texCoord2d, 0.0f); texcolor.w += tex2Dproj(tex2dShadow, float4(_194.xy, _194.z, 1.0)).x; float3 _205 = float3(texCoord2d, 0.0f); texcolor.w += tex2Dlod(tex2dShadow, float4(_205.xy, _205.z, 2.0f)).x; float4 _216 = float4(texCoord2d, 0.0f, 2.0f); float4 _219 = _216; _219.z = _216.w; texcolor.w += tex2Dproj(tex2dShadow, float4(_219.xy, _216.z, _219.z)).x; float3 _229 = float3(texCoord2d, 0.0f); texcolor.w += tex2Dbias(tex2dShadow, float4(_229.xy, _229.z, 1.0f)).x; FragColor = texcolor; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { texCoord1d = stage_input.texCoord1d; texCoord2d = stage_input.texCoord2d; texCoord3d = stage_input.texCoord3d; texCoord4d = stage_input.texCoord4d; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = float4(FragColor); return stage_output; }