Texture2D uSamp : register(t0); SamplerState _uSamp_sampler : register(s0); static float4 FragColor; static float2 vUV; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = uSamp.GatherGreen(_uSamp_sampler, vUV); } 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; }