Texture2D s : register(t0, space0); SamplerState _s_sampler : register(s0, space0); static float4 sk_FragColor; struct SPIRV_Cross_Output { float4 sk_FragColor : SV_Target0; }; void frag_main() { float4 _16 = s.SampleBias(_s_sampler, 0.0f.xx, -0.4749999940395355224609375f); float4 a = _16; float4 _23 = s.SampleBias(_s_sampler, 0.0f.xxx.xy / 0.0f.xxx.z, -0.4749999940395355224609375f); float4 b = _23; sk_FragColor = float4(_16.xy, _23.xy); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.sk_FragColor = sk_FragColor; return stage_output; }