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