Texture2D uSubpass0 : register(t0); Texture2D uSubpass1 : register(t1); static float4 gl_FragCoord; static float4 FragColor; struct SPIRV_Cross_Input { float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; float4 load_subpasses(Texture2D uInput) { return uInput.Load(int3(int2(gl_FragCoord.xy), 0)); } void frag_main() { FragColor = uSubpass0.Load(int3(int2(gl_FragCoord.xy), 0)) + load_subpasses(uSubpass1); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }