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 t = uSampler.Sample(_uSampler_sampler, vInput.xy);
21    float4 d0 = ddx(vInput);
22    float4 d1 = ddy(vInput);
23    float4 d2 = fwidth(vInput);
24    float4 d3 = ddx_coarse(vInput);
25    float4 d4 = ddy_coarse(vInput);
26    float4 d5 = fwidth(vInput);
27    float4 d6 = ddx_fine(vInput);
28    float4 d7 = ddy_fine(vInput);
29    float4 d8 = fwidth(vInput);
30    float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
31    float2 _56 = _56_tmp.xx;
32    float2 lod = _56;
33    if (vInput.y > 10.0f)
34    {
35        FragColor += t;
36        FragColor += d0;
37        FragColor += d1;
38        FragColor += d2;
39        FragColor += d3;
40        FragColor += d4;
41        FragColor += d5;
42        FragColor += d6;
43        FragColor += d7;
44        FragColor += d8;
45        FragColor += lod.xyxy;
46    }
47}
48
49SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
50{
51    vInput = stage_input.vInput;
52    frag_main();
53    SPIRV_Cross_Output stage_output;
54    stage_output.FragColor = FragColor;
55    return stage_output;
56}
57