Texture2D uSampler : register(t1); SamplerState _uSampler_sampler : register(s1); Texture2D uSamplerShadow : register(t1); SamplerComparisonState _uSamplerShadow_sampler : register(s1); static float FragColor; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; void frag_main() { FragColor = (uSampler.Sample(_uSampler_sampler, float2(1.0f, 1.0f)) + uSampler.Load(int3(int2(10, 10), 0))).x + uSamplerShadow.SampleCmp(_uSamplerShadow_sampler, float3(1.0f, 1.0f, 1.0f).xy, 1.0f); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }