1Texture2D<float4> t : register(t0, space0); 2SamplerState _t_sampler : register(s0, space0); 3 4static float4 sk_FragColor; 5 6struct SPIRV_Cross_Output 7{ 8 float4 sk_FragColor : SV_Target0; 9}; 10 11void frag_main() 12{ 13 float4 _16 = t.SampleLevel(_t_sampler, 0.0f.xx, 0.0f); 14 float4 c = _16; 15 sk_FragColor = _16 * t.SampleLevel(_t_sampler, 1.0f.xxx.xy / 1.0f.xxx.z, 0.0f); 16} 17 18SPIRV_Cross_Output main() 19{ 20 frag_main(); 21 SPIRV_Cross_Output stage_output; 22 stage_output.sk_FragColor = sk_FragColor; 23 return stage_output; 24} 25