1Texture2D<float4> uSampler : register(t0); 2SamplerState _uSampler_sampler : register(s0); 3 4static float4 FragColor; 5static float4 vInput; 6 7struct SPIRV_Cross_Input 8{ 9 float4 vInput : TEXCOORD0; 10}; 11 12struct SPIRV_Cross_Output 13{ 14 float4 FragColor : SV_Target0; 15}; 16 17void frag_main() 18{ 19 FragColor = vInput; 20 float4 _23 = uSampler.Sample(_uSampler_sampler, vInput.xy); 21 float4 _26 = ddx(vInput); 22 float4 _29 = ddy(vInput); 23 float4 _32 = fwidth(vInput); 24 float4 _35 = ddx_coarse(vInput); 25 float4 _38 = ddy_coarse(vInput); 26 float4 _41 = fwidth(vInput); 27 float4 _44 = ddx_fine(vInput); 28 float4 _47 = ddy_fine(vInput); 29 float4 _50 = fwidth(vInput); 30 float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw); 31 float2 _56 = _56_tmp.xx; 32 if (vInput.y > 10.0f) 33 { 34 FragColor += _23; 35 FragColor += _26; 36 FragColor += _29; 37 FragColor += _32; 38 FragColor += _35; 39 FragColor += _38; 40 FragColor += _41; 41 FragColor += _44; 42 FragColor += _47; 43 FragColor += _50; 44 FragColor += _56.xyxy; 45 } 46} 47 48SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 49{ 50 vInput = stage_input.vInput; 51 frag_main(); 52 SPIRV_Cross_Output stage_output; 53 stage_output.FragColor = FragColor; 54 return stage_output; 55} 56