text: Texture2D<float4> uSampler : register(t0);
  SamplerState _uSampler_sampler : register(s0);
  
  static float4 FragColor;
  static float4 vInput;
  
  struct SPIRV_Cross_Input
  {
      float4 vInput : TEXCOORD0;
  };
  
  struct SPIRV_Cross_Output
  {
      float4 FragColor : SV_Target0;
  };
  
  void frag_main()
  {
      FragColor = vInput;
      float4 _23 = uSampler.Sample(_uSampler_sampler, vInput.xy);
      float4 _26 = ddx(vInput);
      float4 _29 = ddy(vInput);
      float4 _32 = fwidth(vInput);
      float4 _35 = ddx_coarse(vInput);
      float4 _38 = ddy_coarse(vInput);
      float4 _41 = fwidth(vInput);
      float4 _44 = ddx_fine(vInput);
      float4 _47 = ddy_fine(vInput);
      float4 _50 = fwidth(vInput);
      float _56_tmp = uSampler.CalculateLevelOfDetail(_uSampler_sampler, vInput.zw);
      float2 _56 = _56_tmp.xx;
      if (vInput.y > 10.0f)
      {
          FragColor += _23;
          FragColor += _26;
          FragColor += _29;
          FragColor += _32;
          FragColor += _35;
          FragColor += _38;
          FragColor += _41;
          FragColor += _44;
          FragColor += _47;
          FragColor += _50;
          FragColor += _56.xyxy;
      }
  }
  
  SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
  {
      vInput = stage_input.vInput;
      frag_main();
      SPIRV_Cross_Output stage_output;
      stage_output.FragColor = FragColor;
      return stage_output;
  }
  