1Texture2DMS<float4> uTex : register(t0);
2SamplerState _uTex_sampler : register(s0);
3
4static float4 gl_FragCoord;
5static float4 FragColor;
6
7struct SPIRV_Cross_Input
8{
9    float4 gl_FragCoord : SV_Position;
10};
11
12struct SPIRV_Cross_Output
13{
14    float4 FragColor : SV_Target0;
15};
16
17void frag_main()
18{
19    FragColor = uTex.Load(int2(gl_FragCoord.xy), 0);
20    FragColor += uTex.Load(int2(gl_FragCoord.xy), 1);
21    FragColor += uTex.Load(int2(gl_FragCoord.xy), 2);
22    FragColor += uTex.Load(int2(gl_FragCoord.xy), 3);
23}
24
25SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
26{
27    gl_FragCoord = stage_input.gl_FragCoord;
28    frag_main();
29    SPIRV_Cross_Output stage_output;
30    stage_output.FragColor = FragColor;
31    return stage_output;
32}
33