| Texture2D<float4> uCombined[4] : register(t0); |
| SamplerState _uCombined_sampler[4] : register(s0); |
| Texture2D<float4> uTex[4] : register(t4); |
| SamplerState uSampler[4] : register(s8); |
| RWTexture2D<float4> uImage[8] : register(u12); |
| |
| static float4 gl_FragCoord; |
| static float2 vTex; |
| static int vIndex; |
| |
| struct SPIRV_Cross_Input |
| { |
| float2 vTex : TEXCOORD0; |
| nointerpolation int vIndex : TEXCOORD1; |
| float4 gl_FragCoord : SV_Position; |
| }; |
| |
| float4 sample_in_function(Texture2D<float4> samp, SamplerState _samp_sampler) |
| { |
| return samp.Sample(_samp_sampler, vTex); |
| } |
| |
| float4 sample_in_function2(Texture2D<float4> tex, SamplerState samp) |
| { |
| return tex.Sample(samp, vTex); |
| } |
| |
| void frag_main() |
| { |
| float4 color = uCombined[vIndex].Sample(_uCombined_sampler[vIndex], vTex); |
| color += uTex[vIndex].Sample(uSampler[vIndex], vTex); |
| int _72 = vIndex + 1; |
| color += sample_in_function(uCombined[_72], _uCombined_sampler[_72]); |
| color += sample_in_function2(uTex[vIndex + 1], uSampler[vIndex + 1]); |
| uImage[vIndex][int2(gl_FragCoord.xy)] = color; |
| } |
| |
| void main(SPIRV_Cross_Input stage_input) |
| { |
| gl_FragCoord = stage_input.gl_FragCoord; |
| vTex = stage_input.vTex; |
| vIndex = stage_input.vIndex; |
| frag_main(); |
| } |