Texture2D tex : register(t0); SamplerState _tex_sampler : register(s0); Texture2D lightTex : register(t1); SamplerState _lightTex_sampler : register(s1); static float4 fragColor; static float2 vUV; static float4 lightColor; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; float4 lightColor : SV_Target1; }; void frag_main() { fragColor = tex.Sample(_tex_sampler, vUV); lightColor = lightTex.Sample(_lightTex_sampler, vUV); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; stage_output.lightColor = lightColor; return stage_output; }