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