| Texture2D<float4> uDepth : register(t2); |
| SamplerComparisonState uSampler : register(s0); |
| SamplerState uSampler1 : register(s1); |
| |
| static float FragColor; |
| |
| struct SPIRV_Cross_Output |
| { |
| float FragColor : SV_Target0; |
| }; |
| |
| float samp2(Texture2D<float4> t, SamplerComparisonState s) |
| { |
| return t.SampleCmp(s, 1.0f.xxx.xy, 1.0f.xxx.z); |
| } |
| |
| float samp3(Texture2D<float4> t, SamplerState s) |
| { |
| return t.Sample(s, 1.0f.xx).x; |
| } |
| |
| float samp(Texture2D<float4> t, SamplerComparisonState s, SamplerState s1) |
| { |
| float r0 = samp2(t, s); |
| float r1 = samp3(t, s1); |
| return r0 + r1; |
| } |
| |
| void frag_main() |
| { |
| FragColor = samp(uDepth, uSampler, uSampler1); |
| } |
| |
| SPIRV_Cross_Output main() |
| { |
| frag_main(); |
| SPIRV_Cross_Output stage_output; |
| stage_output.FragColor = FragColor; |
| return stage_output; |
| } |