Texture2D uDepth : register(t2); SamplerComparisonState uSampler : register(s0); SamplerState uSampler1 : register(s1); static float FragColor; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; void frag_main() { FragColor = uDepth.SampleCmp(uSampler, float3(1.0f, 1.0f, 1.0f).xy, 1.0f) + uDepth.Sample(uSampler1, float2(1.0f, 1.0f)).x; } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }