1Texture2D<float4> s : register(t0, space0); 2SamplerState _s_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 = s.SampleBias(_s_sampler, 0.0f.xx, -0.4749999940395355224609375f); 14 float4 a = _16; 15 float4 _23 = s.SampleBias(_s_sampler, 0.0f.xxx.xy / 0.0f.xxx.z, -0.4749999940395355224609375f); 16 float4 b = _23; 17 sk_FragColor = float4(_16.xy, _23.xy); 18} 19 20SPIRV_Cross_Output main() 21{ 22 frag_main(); 23 SPIRV_Cross_Output stage_output; 24 stage_output.sk_FragColor = sk_FragColor; 25 return stage_output; 26} 27