Texture2DMS uSubpass0 : register(t0); Texture2DMS uSubpass1 : register(t1); static float4 gl_FragCoord; static int gl_SampleID; static float4 FragColor; struct SPIRV_Cross_Input { float4 gl_FragCoord : SV_Position; uint gl_SampleID : SV_SampleIndex; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = (uSubpass0.Load(int2(gl_FragCoord.xy), 1) + uSubpass1.Load(int2(gl_FragCoord.xy), 2)) + uSubpass0.Load(int2(gl_FragCoord.xy), gl_SampleID); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; gl_FragCoord.w = 1.0 / gl_FragCoord.w; gl_SampleID = stage_input.gl_SampleID; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }