Texture2D uShadow : register(t0); SamplerComparisonState _uShadow_sampler : register(s0); Texture2D uTexture : register(t1); SamplerComparisonState uSampler : register(s2); static float3 vUV; static float FragColor; struct SPIRV_Cross_Input { float3 vUV : TEXCOORD0; }; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; void frag_main() { FragColor = uShadow.SampleCmp(_uShadow_sampler, vUV.xy, vUV.z) + uTexture.SampleCmp(uSampler, vUV.xy, vUV.z); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }