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Texture2D<float4> uTex[] : register(t0, space0);
SamplerState Immut : register(s0, space1);
static float4 FragColor;
static int vIndex;
static float2 vUV;
struct SPIRV_Cross_Input
{
float2 vUV : TEXCOORD0;
nointerpolation int vIndex : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 FragColor : SV_Target0;
};
void frag_main()
{
FragColor = uTex[NonUniformResourceIndex(vIndex)].Sample(Immut, vUV);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vIndex = stage_input.vIndex;
vUV = stage_input.vUV;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}
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