Texture2D uDepth : register(t2); SamplerComparisonState uSampler : register(s0); SamplerState uSampler1 : register(s1); static float FragColor; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; float samp2(Texture2D t, SamplerComparisonState s) { return t.SampleCmp(s, 1.0f.xxx.xy, 1.0f); } float samp3(Texture2D t, SamplerState s) { return t.Sample(s, 1.0f.xx).x; } float samp(Texture2D t, SamplerComparisonState s, SamplerState s1) { float r0 = samp2(t, s); float r1 = samp3(t, s1); return r0 + r1; } void frag_main() { FragColor = samp(uDepth, uSampler, uSampler1); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }