RWTexture2D aTexture : register(u1, space0); Texture2D aSampledTexture : register(t2, space0); SamplerState _aSampledTexture_sampler : register(s2, space0); static float4 sk_FragColor; static float2 c; struct SPIRV_Cross_Input { float2 c : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 sk_FragColor : SV_Target0; }; float4 helpers_helper_h4ZT(Texture2D _20, SamplerState __20_sampler, RWTexture2D _21) { return _20.Sample(__20_sampler, c); } float4 helper_h4TZ(RWTexture2D _27, Texture2D _28, SamplerState __28_sampler) { return helpers_helper_h4ZT(_28, __28_sampler, _27); } void frag_main() { sk_FragColor = helper_h4TZ(aTexture, aSampledTexture, _aSampledTexture_sampler); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { c = stage_input.c; frag_main(); SPIRV_Cross_Output stage_output; stage_output.sk_FragColor = sk_FragColor; return stage_output; }