Texture2D g_Texture : register(t0); SamplerState g_Sampler : register(s0); SamplerComparisonState g_CompareSampler : register(s1); static float2 in_var_TEXCOORD0; static float out_var_SV_Target; struct SPIRV_Cross_Input { float2 in_var_TEXCOORD0 : TEXCOORD0; }; struct SPIRV_Cross_Output { float out_var_SV_Target : SV_Target0; }; void frag_main() { out_var_SV_Target = g_Texture.Sample(g_Sampler, in_var_TEXCOORD0).x + g_Texture.SampleCmpLevelZero(g_CompareSampler, in_var_TEXCOORD0, 0.5f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { in_var_TEXCOORD0 = stage_input.in_var_TEXCOORD0; frag_main(); SPIRV_Cross_Output stage_output; stage_output.out_var_SV_Target = out_var_SV_Target; return stage_output; }