| cbuffer CBuffer : register(b3) |
| { |
| float4 cbuf_a : packoffset(c0); |
| }; |
| |
| cbuffer PushMe |
| { |
| float4 registers_d : packoffset(c0); |
| }; |
| |
| Texture2D<float4> uSampledImage : register(t4); |
| SamplerState _uSampledImage_sampler : register(s4); |
| Texture2D<float4> uTexture : register(t5); |
| SamplerState uSampler : register(s6); |
| |
| static float2 vTex; |
| static float4 FragColor; |
| |
| struct SPIRV_Cross_Input |
| { |
| float2 vTex : TEXCOORD0; |
| }; |
| |
| struct SPIRV_Cross_Output |
| { |
| float4 FragColor : SV_Target0; |
| }; |
| |
| void frag_main() |
| { |
| float4 c0 = uSampledImage.Sample(_uSampledImage_sampler, vTex); |
| float4 c1 = uTexture.Sample(uSampler, vTex); |
| float4 c2 = cbuf_a + registers_d; |
| FragColor = (c0 + c1) + c2; |
| } |
| |
| SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) |
| { |
| vTex = stage_input.vTex; |
| frag_main(); |
| SPIRV_Cross_Output stage_output; |
| stage_output.FragColor = FragColor; |
| return stage_output; |
| } |