| RWTexture2D<unorm float4> aTexture : register(u1, space0); |
| Texture2D<float4> aSampledTexture : register(t2, space0); |
| SamplerState _aSampledTexture_sampler : register(s2, space0); |
| |
| static float4 sk_FragColor; |
| static float2 c; |
| |
| struct SPIRV_Cross_Input |
| { |
| float2 c : TEXCOORD1; |
| }; |
| |
| struct SPIRV_Cross_Output |
| { |
| float4 sk_FragColor : SV_Target0; |
| }; |
| |
| float4 helpers_helper_h4ZT(Texture2D<float4> _20, SamplerState __20_sampler, RWTexture2D<unorm float4> _21) |
| { |
| return _20.Sample(__20_sampler, c); |
| } |
| |
| float4 helper_h4TZ(RWTexture2D<unorm float4> _27, Texture2D<float4> _28, SamplerState __28_sampler) |
| { |
| return helpers_helper_h4ZT(_28, __28_sampler, _27); |
| } |
| |
| void frag_main() |
| { |
| sk_FragColor = helper_h4TZ(aTexture, aSampledTexture, _aSampledTexture_sampler); |
| } |
| |
| SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) |
| { |
| c = stage_input.c; |
| frag_main(); |
| SPIRV_Cross_Output stage_output; |
| stage_output.sk_FragColor = sk_FragColor; |
| return stage_output; |
| } |