| Texture1D<float4> uShadow1D : register(t0); |
| SamplerComparisonState _uShadow1D_sampler : register(s0); |
| Texture2D<float4> uShadow2D : register(t1); |
| SamplerComparisonState _uShadow2D_sampler : register(s1); |
| Texture1D<float4> uSampler1D : register(t2); |
| SamplerState _uSampler1D_sampler : register(s2); |
| Texture2D<float4> uSampler2D : register(t3); |
| SamplerState _uSampler2D_sampler : register(s3); |
| Texture3D<float4> uSampler3D : register(t4); |
| SamplerState _uSampler3D_sampler : register(s4); |
| |
| static float FragColor; |
| static float4 vClip4; |
| static float2 vClip2; |
| static float3 vClip3; |
| |
| struct SPIRV_Cross_Input |
| { |
| float3 vClip3 : TEXCOORD0; |
| float4 vClip4 : TEXCOORD1; |
| float2 vClip2 : TEXCOORD2; |
| }; |
| |
| struct SPIRV_Cross_Output |
| { |
| float FragColor : SV_Target0; |
| }; |
| |
| void frag_main() |
| { |
| float4 _20 = vClip4; |
| _20.y = vClip4.w; |
| FragColor = uShadow1D.SampleCmp(_uShadow1D_sampler, _20.x / _20.y, vClip4.z / _20.y); |
| float4 _30 = vClip4; |
| _30.z = vClip4.w; |
| FragColor = uShadow2D.SampleCmp(_uShadow2D_sampler, _30.xy / _30.z, vClip4.z / _30.z); |
| FragColor = uSampler1D.Sample(_uSampler1D_sampler, vClip2.x / vClip2.y).x; |
| FragColor = uSampler2D.Sample(_uSampler2D_sampler, vClip3.xy / vClip3.z).x; |
| FragColor = uSampler3D.Sample(_uSampler3D_sampler, vClip4.xyz / vClip4.w).x; |
| } |
| |
| SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) |
| { |
| vClip4 = stage_input.vClip4; |
| vClip2 = stage_input.vClip2; |
| vClip3 = stage_input.vClip3; |
| frag_main(); |
| SPIRV_Cross_Output stage_output; |
| stage_output.FragColor = FragColor; |
| return stage_output; |
| } |