1uniform sampler1D tex1d; 2uniform sampler2D tex2d; 3uniform sampler3D tex3d; 4uniform samplerCUBE texCube; 5uniform sampler1D tex1dShadow; 6uniform sampler2D tex2dShadow; 7 8static float texCoord1d; 9static float2 texCoord2d; 10static float3 texCoord3d; 11static float4 FragColor; 12static float4 texCoord4d; 13 14struct SPIRV_Cross_Input 15{ 16 float texCoord1d : TEXCOORD0; 17 float2 texCoord2d : TEXCOORD1; 18 float3 texCoord3d : TEXCOORD2; 19 float4 texCoord4d : TEXCOORD3; 20}; 21 22struct SPIRV_Cross_Output 23{ 24 float4 FragColor : COLOR0; 25}; 26 27void frag_main() 28{ 29 float2 _34 = float2(texCoord1d, 2.0f); 30 float3 _73 = float3(texCoord2d, 2.0f); 31 float4 _112 = float4(texCoord3d, 2.0f); 32 float4 _139 = ((((((((((((((((tex1D(tex1d, texCoord1d) + tex1Dlod(tex1d, float4(texCoord1d, 0.0, 0.0, 2.0f))) + tex1Dgrad(tex1d, texCoord1d, 1.0f, 2.0f)) + tex1Dproj(tex1d, float4(_34.x, 0.0, 0.0, _34.y))) + tex1Dbias(tex1d, float4(texCoord1d, 0.0, 0.0, 1.0f))) + tex2D(tex2d, texCoord2d)) + tex2Dlod(tex2d, float4(texCoord2d, 0.0, 2.0f))) + tex2Dgrad(tex2d, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f))) + tex2Dproj(tex2d, float4(_73.xy, 0.0, _73.z))) + tex2Dbias(tex2d, float4(texCoord2d, 0.0, 1.0f))) + tex3D(tex3d, texCoord3d)) + tex3Dlod(tex3d, float4(texCoord3d, 2.0f))) + tex3Dgrad(tex3d, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f))) + tex3Dproj(tex3d, float4(_112.xyz, _112.w))) + tex3Dbias(tex3d, float4(texCoord3d, 1.0f))) + texCUBE(texCube, texCoord3d)) + texCUBElod(texCube, float4(texCoord3d, 2.0f))) + texCUBEbias(texCube, float4(texCoord3d, 1.0f)); 33 float3 _147 = float3(texCoord1d, 0.0f, 0.0f); 34 float4 _171 = float4(texCoord1d, 0.0f, 0.0f, 2.0f); 35 _171.y = 2.0f; 36 float3 _194 = float3(texCoord2d, 0.0f); 37 float4 _219 = float4(texCoord2d, 0.0f, 2.0f); 38 _219.z = 2.0f; 39 float4 _264 = _139; 40 _264.w = (((((((_139.w + tex1Dproj(tex1dShadow, float4(_147.x, 0.0, 0.0f, 1.0)).x) + tex1Dlod(tex1dShadow, float4(_147.x, 0.0, 0.0f, 2.0f)).x) + tex1Dproj(tex1dShadow, float4(_171.x, 0.0, 0.0f, _171.y)).x) + tex1Dbias(tex1dShadow, float4(_147.x, 0.0, 0.0f, 1.0f)).x) + tex2Dproj(tex2dShadow, float4(_194.xy, 0.0f, 1.0)).x) + tex2Dlod(tex2dShadow, float4(_194.xy, 0.0f, 2.0f)).x) + tex2Dproj(tex2dShadow, float4(_219.xy, 0.0f, _219.z)).x) + tex2Dbias(tex2dShadow, float4(_194.xy, 0.0f, 1.0f)).x; 41 FragColor = _264; 42} 43 44SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 45{ 46 texCoord1d = stage_input.texCoord1d; 47 texCoord2d = stage_input.texCoord2d; 48 texCoord3d = stage_input.texCoord3d; 49 texCoord4d = stage_input.texCoord4d; 50 frag_main(); 51 SPIRV_Cross_Output stage_output; 52 stage_output.FragColor = float4(FragColor); 53 return stage_output; 54} 55