cbuffer CBuffer : register(b3) { float4 cbuf_a : packoffset(c0); }; cbuffer PushMe { float4 registers_d : packoffset(c0); }; Texture2D uSampledImage : register(t4); SamplerState _uSampledImage_sampler : register(s4); Texture2D uTexture : register(t5); SamplerState uSampler : register(s6); static float2 vTex; static float4 FragColor; struct SPIRV_Cross_Input { float2 vTex : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = (uSampledImage.Sample(_uSampledImage_sampler, vTex) + uTexture.Sample(uSampler, vTex)) + (cbuf_a + registers_d); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vTex = stage_input.vTex; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }