1Texture2D<float4> uSampler2D : register(t0);
2SamplerComparisonState _uSampler2D_sampler : register(s0);
3Texture2DArray<float4> uSampler2DArray : register(t1);
4SamplerComparisonState _uSampler2DArray_sampler : register(s1);
5TextureCube<float4> uSamplerCube : register(t2);
6SamplerComparisonState _uSamplerCube_sampler : register(s2);
7TextureCubeArray<float4> uSamplerCubeArray : register(t3);
8SamplerComparisonState _uSamplerCubeArray_sampler : register(s3);
9
10static float3 vUVRef;
11static float4 vDirRef;
12static float FragColor;
13
14struct SPIRV_Cross_Input
15{
16    float3 vUVRef : TEXCOORD0;
17    float4 vDirRef : TEXCOORD1;
18};
19
20struct SPIRV_Cross_Output
21{
22    float FragColor : SV_Target0;
23};
24
25void frag_main()
26{
27    float4 _80 = vDirRef;
28    _80.z = vDirRef.w;
29    FragColor = (((((((uSampler2D.SampleCmp(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1)) + uSampler2DArray.SampleCmp(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1))) + uSamplerCube.SampleCmp(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w)) + uSamplerCubeArray.SampleCmp(_uSamplerCubeArray_sampler, vDirRef, 0.5f)) + uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, vUVRef.xy, vUVRef.z, int2(-1, -1))) + uSampler2DArray.SampleCmpLevelZero(_uSampler2DArray_sampler, vDirRef.xyz, vDirRef.w, int2(-1, -1))) + uSamplerCube.SampleCmpLevelZero(_uSamplerCube_sampler, vDirRef.xyz, vDirRef.w)) + uSampler2D.SampleCmp(_uSampler2D_sampler, _80.xy / _80.z, vDirRef.z / _80.z, int2(1, 1))) + uSampler2D.SampleCmpLevelZero(_uSampler2D_sampler, _80.xy / _80.z, vDirRef.z / _80.z, int2(1, 1));
30}
31
32SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
33{
34    vUVRef = stage_input.vUVRef;
35    vDirRef = stage_input.vDirRef;
36    frag_main();
37    SPIRV_Cross_Output stage_output;
38    stage_output.FragColor = FragColor;
39    return stage_output;
40}
41