| 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; | |
| } |