Texture2D uTex : register(t0); SamplerState _uTex_sampler : register(s0); static float4 FragColor; static float4 vColor; static float2 vTex; struct SPIRV_Cross_Input { float4 vColor : TEXCOORD0; float2 vTex : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = vColor * uTex.Sample(_uTex_sampler, vTex); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vColor = stage_input.vColor; vTex = stage_input.vTex; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }