Texture2D<float4> t : register(t0, space0); | |
SamplerState _t_sampler : register(s0, space0); | |
static float4 sk_FragColor; | |
struct SPIRV_Cross_Output | |
{ | |
float4 sk_FragColor : SV_Target0; | |
}; | |
void frag_main() | |
{ | |
float4 _16 = t.SampleLevel(_t_sampler, 0.0f.xx, 0.0f); | |
float4 c = _16; | |
sk_FragColor = _16 * t.SampleLevel(_t_sampler, 1.0f.xxx.xy / 1.0f.xxx.z, 0.0f); | |
} | |
SPIRV_Cross_Output main() | |
{ | |
frag_main(); | |
SPIRV_Cross_Output stage_output; | |
stage_output.sk_FragColor = sk_FragColor; | |
return stage_output; | |
} |