static int gl_SampleID; static int gl_SampleMaskIn; static float4 FragColor; struct SPIRV_Cross_Input { uint gl_SampleID : SV_SampleIndex; uint gl_SampleMaskIn : SV_Coverage; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { if ((gl_SampleMaskIn & (1 << gl_SampleID)) != 0) { FragColor = 1.0f.xxxx; } } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_SampleID = stage_input.gl_SampleID; gl_SampleMaskIn = stage_input.gl_SampleMaskIn; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }