Texture2D tex1 : register(t0); SamplerState _tex1_sampler : register(s0); static float4 fragColor; static float2 vUV; static float4 vTint; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; float4 vTint : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; void frag_main() { fragColor = vTint * tex1.Sample(_tex1_sampler, vUV).x; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vUV = stage_input.vUV; vTint = stage_input.vTint; frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; return stage_output; }