Texture2D diffuseMap : register(t0); SamplerState _diffuseMap_sampler : register(s0); static float2 vUV; static float4 fragColor; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; void frag_main() { float4 color = diffuseMap.Sample(_diffuseMap_sampler, vUV); fragColor = float4(0.0f, 0.0f, 0.0f, color.w); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; return stage_output; }