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