Texture2D uSampler : register(t0); SamplerState _uSampler_sampler : register(s0); Texture2D uSamplerShadow : register(t1); SamplerComparisonState _uSamplerShadow_sampler : register(s1); static float FragColor; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; float4 samp2(Texture2D s, SamplerState _s_sampler) { return s.Sample(_s_sampler, 1.0f.xx) + s.Load(int3(int2(10, 10), 0)); } float4 samp3(Texture2D s, SamplerState _s_sampler) { return samp2(s, _s_sampler); } float samp4(Texture2D s, SamplerComparisonState _s_sampler) { return s.SampleCmp(_s_sampler, 1.0f.xxx.xy, 1.0f.xxx.z); } float samp(Texture2D s0, SamplerState _s0_sampler, Texture2D s1, SamplerComparisonState _s1_sampler) { return samp3(s0, _s0_sampler).x + samp4(s1, _s1_sampler); } void frag_main() { FragColor = samp(uSampler, _uSampler_sampler, uSamplerShadow, _uSamplerShadow_sampler); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }