| Texture2D<float4> s : register(t0, space0); |
| SamplerState _s_sampler : register(s0, space0); |
| |
| static float4 sk_FragColor; |
| |
| struct SPIRV_Cross_Output |
| { |
| float4 sk_FragColor : SV_Target0; |
| }; |
| |
| void frag_main() |
| { |
| float4 _19 = s.SampleBias(_s_sampler, 0.0f.xx, -0.4749999940395355224609375f); |
| float4 a = _19; |
| float4 _26 = s.SampleBias(_s_sampler, 0.0f.xxx.xy / 0.0f.xxx.z, -0.4749999940395355224609375f); |
| float4 b = _26; |
| sk_FragColor = float4(_19.xy, _26.xy); |
| } |
| |
| SPIRV_Cross_Output main() |
| { |
| frag_main(); |
| SPIRV_Cross_Output stage_output; |
| stage_output.sk_FragColor = sk_FragColor; |
| return stage_output; |
| } |