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