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