1Texture2D<float4> uDepth : register(t2); 2SamplerComparisonState uSampler : register(s0); 3SamplerState uSampler1 : register(s1); 4 5static float FragColor; 6 7struct SPIRV_Cross_Output 8{ 9 float FragColor : SV_Target0; 10}; 11 12void frag_main() 13{ 14 FragColor = uDepth.SampleCmp(uSampler, 1.0f.xxx.xy, 1.0f) + uDepth.Sample(uSampler1, 1.0f.xx).x; 15} 16 17SPIRV_Cross_Output main() 18{ 19 frag_main(); 20 SPIRV_Cross_Output stage_output; 21 stage_output.FragColor = FragColor; 22 return stage_output; 23} 24