| Texture2D<float4> 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 t = uSampler.Sample(_uSampler_sampler, vInput.xy); |
| float4 d0 = ddx(vInput); |
| float4 d1 = ddy(vInput); |
| float4 d2 = fwidth(vInput); |
| float4 d3 = ddx_coarse(vInput); |
| float4 d4 = ddy_coarse(vInput); |
| float4 d5 = fwidth(vInput); |
| float4 d6 = ddx_fine(vInput); |
| float4 d7 = ddy_fine(vInput); |
| float4 d8 = fwidth(vInput); |
| float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw); |
| float2 lod = float2(_56_tmp, _56_tmp); |
| if (vInput.y > 10.0f) |
| { |
| FragColor += t; |
| FragColor += d0; |
| FragColor += d1; |
| FragColor += d2; |
| FragColor += d3; |
| FragColor += d4; |
| FragColor += d5; |
| FragColor += d6; |
| FragColor += d7; |
| FragColor += d8; |
| FragColor += lod.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; |
| } |