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