Texture2D mask1Texture : register(t1); SamplerState _mask1Texture_sampler : register(s1); Texture2D mask2Texture : register(t2); SamplerState _mask2Texture_sampler : register(s2); Texture2D atlasTexture : register(t0); SamplerState _atlasTexture_sampler : register(s0); static float4 maskUVs; static float2 vUV; static float4 fragColor; static float3 vTint; static uint vFlags; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; float4 maskUVs : TEXCOORD1; nointerpolation uint vFlags : TEXCOORD2; float3 vTint : TEXCOORD3; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; void frag_main() { float mask = 1.0f; float2 mask1UV = maskUVs.xy; float2 mask2UV = maskUVs.zw; if (mask1UV.x > (-1.0f)) { mask = mask1Texture.Sample(_mask1Texture_sampler, mask1UV).x; if (mask2UV.x > (-1.0f)) { mask *= mask2Texture.Sample(_mask2Texture_sampler, mask2UV).x; } } float4 texel = atlasTexture.Sample(_atlasTexture_sampler, vUV); fragColor = texel * mask; float3 _69 = fragColor.xyz * vTint; fragColor = float4(_69.x, _69.y, _69.z, fragColor.w); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { maskUVs = stage_input.maskUVs; vUV = stage_input.vUV; vTint = stage_input.vTint; vFlags = stage_input.vFlags; frag_main(); SPIRV_Cross_Output stage_output; stage_output.fragColor = fragColor; return stage_output; }