1Texture2DMS<float4> uSubpass0 : register(t0); 2Texture2DMS<float4> uSubpass1 : register(t1); 3 4static float4 gl_FragCoord; 5static int gl_SampleID; 6static float4 FragColor; 7 8struct SPIRV_Cross_Input 9{ 10 float4 gl_FragCoord : SV_Position; 11 uint gl_SampleID : SV_SampleIndex; 12}; 13 14struct SPIRV_Cross_Output 15{ 16 float4 FragColor : SV_Target0; 17}; 18 19float4 load_subpasses(Texture2DMS<float4> uInput) 20{ 21 float4 _24 = uInput.Load(int2(gl_FragCoord.xy), gl_SampleID); 22 return _24; 23} 24 25void frag_main() 26{ 27 FragColor = (uSubpass0.Load(int2(gl_FragCoord.xy), 1) + uSubpass1.Load(int2(gl_FragCoord.xy), 2)) + load_subpasses(uSubpass0); 28} 29 30SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 31{ 32 gl_FragCoord = stage_input.gl_FragCoord; 33 gl_FragCoord.w = 1.0 / gl_FragCoord.w; 34 gl_SampleID = stage_input.gl_SampleID; 35 frag_main(); 36 SPIRV_Cross_Output stage_output; 37 stage_output.FragColor = FragColor; 38 return stage_output; 39} 40