1Texture1D<float4> tex1d : register(t0);
2SamplerState _tex1d_sampler : register(s0);
3Texture2D<float4> tex2d : register(t1);
4SamplerState _tex2d_sampler : register(s1);
5Texture3D<float4> tex3d : register(t2);
6SamplerState _tex3d_sampler : register(s2);
7TextureCube<float4> texCube : register(t3);
8SamplerState _texCube_sampler : register(s3);
9Texture1D<float4> tex1dShadow : register(t4);
10SamplerComparisonState _tex1dShadow_sampler : register(s4);
11Texture2D<float4> tex2dShadow : register(t5);
12SamplerComparisonState _tex2dShadow_sampler : register(s5);
13TextureCube<float4> texCubeShadow : register(t6);
14SamplerComparisonState _texCubeShadow_sampler : register(s6);
15Texture1DArray<float4> tex1dArray : register(t7);
16SamplerState _tex1dArray_sampler : register(s7);
17Texture2DArray<float4> tex2dArray : register(t8);
18SamplerState _tex2dArray_sampler : register(s8);
19TextureCubeArray<float4> texCubeArray : register(t9);
20SamplerState _texCubeArray_sampler : register(s9);
21Texture2D<float4> separateTex2d : register(t12);
22SamplerState samplerNonDepth : register(s11);
23Texture2D<float4> separateTex2dDepth : register(t13);
24SamplerComparisonState samplerDepth : register(s10);
25
26static float texCoord1d;
27static float2 texCoord2d;
28static float3 texCoord3d;
29static float4 texCoord4d;
30static float4 FragColor;
31
32struct SPIRV_Cross_Input
33{
34    float texCoord1d : TEXCOORD0;
35    float2 texCoord2d : TEXCOORD1;
36    float3 texCoord3d : TEXCOORD2;
37    float4 texCoord4d : TEXCOORD3;
38};
39
40struct SPIRV_Cross_Output
41{
42    float4 FragColor : SV_Target0;
43};
44
45void frag_main()
46{
47    float4 texcolor = tex1d.Sample(_tex1d_sampler, texCoord1d);
48    texcolor += tex1d.Sample(_tex1d_sampler, texCoord1d, 1);
49    texcolor += tex1d.SampleLevel(_tex1d_sampler, texCoord1d, 2.0f);
50    texcolor += tex1d.SampleGrad(_tex1d_sampler, texCoord1d, 1.0f, 2.0f);
51    float2 _41 = float2(texCoord1d, 2.0f);
52    texcolor += tex1d.Sample(_tex1d_sampler, _41.x / _41.y);
53    texcolor += tex1d.SampleBias(_tex1d_sampler, texCoord1d, 1.0f);
54    texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d);
55    texcolor += tex2d.Sample(_tex2d_sampler, texCoord2d, int2(1, 2));
56    texcolor += tex2d.SampleLevel(_tex2d_sampler, texCoord2d, 2.0f);
57    texcolor += tex2d.SampleGrad(_tex2d_sampler, texCoord2d, float2(1.0f, 2.0f), float2(3.0f, 4.0f));
58    float3 _88 = float3(texCoord2d, 2.0f);
59    texcolor += tex2d.Sample(_tex2d_sampler, _88.xy / _88.z);
60    texcolor += tex2d.SampleBias(_tex2d_sampler, texCoord2d, 1.0f);
61    texcolor += tex3d.Sample(_tex3d_sampler, texCoord3d);
62    texcolor += tex3d.Sample(_tex3d_sampler, texCoord3d, int3(1, 2, 3));
63    texcolor += tex3d.SampleLevel(_tex3d_sampler, texCoord3d, 2.0f);
64    texcolor += tex3d.SampleGrad(_tex3d_sampler, texCoord3d, float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f));
65    float4 _135 = float4(texCoord3d, 2.0f);
66    texcolor += tex3d.Sample(_tex3d_sampler, _135.xyz / _135.w);
67    texcolor += tex3d.SampleBias(_tex3d_sampler, texCoord3d, 1.0f);
68    texcolor += texCube.Sample(_texCube_sampler, texCoord3d);
69    texcolor += texCube.SampleLevel(_texCube_sampler, texCoord3d, 2.0f);
70    texcolor += texCube.SampleBias(_texCube_sampler, texCoord3d, 1.0f);
71    float3 _170 = float3(texCoord1d, 0.0f, 0.0f);
72    texcolor.w += tex1dShadow.SampleCmp(_tex1dShadow_sampler, _170.x, _170.z);
73    float3 _188 = float3(texCoord2d, 0.0f);
74    texcolor.w += tex2dShadow.SampleCmp(_tex2dShadow_sampler, _188.xy, _188.z);
75    float4 _204 = float4(texCoord3d, 0.0f);
76    texcolor.w += texCubeShadow.SampleCmp(_texCubeShadow_sampler, _204.xyz, _204.w);
77    texcolor += tex1dArray.Sample(_tex1dArray_sampler, texCoord2d);
78    texcolor += tex2dArray.Sample(_tex2dArray_sampler, texCoord3d);
79    texcolor += texCubeArray.Sample(_texCubeArray_sampler, texCoord4d);
80    texcolor += tex2d.GatherRed(_tex2d_sampler, texCoord2d);
81    texcolor += tex2d.GatherRed(_tex2d_sampler, texCoord2d);
82    texcolor += tex2d.GatherGreen(_tex2d_sampler, texCoord2d);
83    texcolor += tex2d.GatherBlue(_tex2d_sampler, texCoord2d);
84    texcolor += tex2d.GatherAlpha(_tex2d_sampler, texCoord2d);
85    texcolor += tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1));
86    texcolor += tex2d.GatherRed(_tex2d_sampler, texCoord2d, int2(1, 1));
87    texcolor += tex2d.GatherGreen(_tex2d_sampler, texCoord2d, int2(1, 1));
88    texcolor += tex2d.GatherBlue(_tex2d_sampler, texCoord2d, int2(1, 1));
89    texcolor += tex2d.GatherAlpha(_tex2d_sampler, texCoord2d, int2(1, 1));
90    texcolor += tex2d.Load(int3(int2(1, 2), 0));
91    texcolor += separateTex2d.Sample(samplerNonDepth, texCoord2d);
92    texcolor.w += separateTex2dDepth.SampleCmp(samplerDepth, texCoord3d.xy, texCoord3d.z);
93    FragColor = texcolor;
94}
95
96SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
97{
98    texCoord1d = stage_input.texCoord1d;
99    texCoord2d = stage_input.texCoord2d;
100    texCoord3d = stage_input.texCoord3d;
101    texCoord4d = stage_input.texCoord4d;
102    frag_main();
103    SPIRV_Cross_Output stage_output;
104    stage_output.FragColor = FragColor;
105    return stage_output;
106}
107