25 lines
532 B
HLSL
25 lines
532 B
HLSL
Texture2D<float4> t : register(t0, space0);
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SamplerState _t_sampler : register(s0, space0);
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static float4 sk_FragColor;
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struct SPIRV_Cross_Output
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{
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float4 sk_FragColor : SV_Target0;
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};
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void frag_main()
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{
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float4 _19 = t.SampleLevel(_t_sampler, 0.0f.xx, 0.0f);
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float4 c = _19;
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sk_FragColor = _19 * t.SampleLevel(_t_sampler, 1.0f.xxx.xy / 1.0f.xxx.z, 0.0f);
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}
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.sk_FragColor = sk_FragColor;
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return stage_output;
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}
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