Texture2D t : register(t0, space0); SamplerState _t_sampler : register(s0, space0); static float4 sk_FragColor; struct SPIRV_Cross_Output { float4 sk_FragColor : SV_Target0; }; void frag_main() { float4 _16 = t.SampleLevel(_t_sampler, 0.0f.xx, 0.0f); float4 c = _16; sk_FragColor = _16 * t.SampleLevel(_t_sampler, 1.0f.xxx.xy / 1.0f.xxx.z, 0.0f); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.sk_FragColor = sk_FragColor; return stage_output; }