cbuffer EffectUniforms : register(b0) { float2 _22_resolution : packoffset(c0); float2 _22_backgroundOffset : packoffset(c0.z); float2 _22_padding_0 : packoffset(c1); float _22_time : packoffset(c1.z); float _22_zoom : packoffset(c1.w); float _22_scaleFactor : packoffset(c2); }; Texture2D tex : register(t0); SamplerState _tex_sampler : register(s0); static float4 gl_FragCoord; static float4 fragColor; struct SPIRV_Cross_Input { float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; void frag_main() { fragColor = tex.Sample(_tex_sampler, (gl_FragCoord.xy / _22_resolution) * _22_scaleFactor); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; return stage_output; }