1*c8dee2aaSAndroid Build Coastguard WorkerTexture2D<float4> t : register(t0, space0); 2*c8dee2aaSAndroid Build Coastguard WorkerSamplerState _t_sampler : register(s0, space0); 3*c8dee2aaSAndroid Build Coastguard Worker 4*c8dee2aaSAndroid Build Coastguard Workerstatic float4 sk_FragColor; 5*c8dee2aaSAndroid Build Coastguard Worker 6*c8dee2aaSAndroid Build Coastguard Workerstruct SPIRV_Cross_Output 7*c8dee2aaSAndroid Build Coastguard Worker{ 8*c8dee2aaSAndroid Build Coastguard Worker float4 sk_FragColor : SV_Target0; 9*c8dee2aaSAndroid Build Coastguard Worker}; 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Workervoid frag_main() 12*c8dee2aaSAndroid Build Coastguard Worker{ 13*c8dee2aaSAndroid Build Coastguard Worker float4 _16 = t.SampleLevel(_t_sampler, 0.0f.xx, 0.0f); 14*c8dee2aaSAndroid Build Coastguard Worker float4 c = _16; 15*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor = _16 * t.SampleLevel(_t_sampler, 1.0f.xxx.xy / 1.0f.xxx.z, 0.0f); 16*c8dee2aaSAndroid Build Coastguard Worker} 17*c8dee2aaSAndroid Build Coastguard Worker 18*c8dee2aaSAndroid Build Coastguard WorkerSPIRV_Cross_Output main() 19*c8dee2aaSAndroid Build Coastguard Worker{ 20*c8dee2aaSAndroid Build Coastguard Worker frag_main(); 21*c8dee2aaSAndroid Build Coastguard Worker SPIRV_Cross_Output stage_output; 22*c8dee2aaSAndroid Build Coastguard Worker stage_output.sk_FragColor = sk_FragColor; 23*c8dee2aaSAndroid Build Coastguard Worker return stage_output; 24*c8dee2aaSAndroid Build Coastguard Worker} 25