| Texture2D<float4> aTexture : register(t1, 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> _22, SamplerState __22_sampler, Texture2D<float4> _23) |
| { |
| return _22.Sample(__22_sampler, c); |
| } |
| |
| float4 helper_h4TZ(Texture2D<float4> _29, Texture2D<float4> _30, SamplerState __30_sampler) |
| { |
| return helpers_helper_h4ZT(_30, __30_sampler, _29); |
| } |
| |
| 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; |
| } |