Texture2D atlasTexture : register(t0); SamplerState _atlasTexture_sampler : register(s0); static float2 vUV; static float4 fragColor; static float4 vColor; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; nointerpolation float4 vColor : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; void frag_main() { float4 texColor = atlasTexture.Sample(_atlasTexture_sampler, vUV); fragColor = vColor * texColor.x; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUV = stage_input.vUV; vColor = stage_input.vColor; frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; return stage_output; }