Texture2D tex1 : register(t0); SamplerState _tex1_sampler : register(s0); Texture2D tex2 : register(t1); SamplerState _tex2_sampler : register(s1); static float2 vUV; static float4 fragColor; static float4 vTint; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; float4 vTint : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 fragColor : SV_Target0; }; float4 YCoCgToRGB(float4 ycocg, float alpha) { float Y = ycocg.w; float scale = 1.0f / ((31.875f * ycocg.z) + 1.0f); float Co = (ycocg.x - 0.501960813999176025390625f) * scale; float Cg = (ycocg.y - 0.501960813999176025390625f) * scale; float R = (Y + Co) - Cg; float G = Y + Cg; float B = (Y - Co) - Cg; return float4(R, G, B, alpha); } void frag_main() { float4 yCoCg = tex1.Sample(_tex1_sampler, vUV); float alpha = tex2.Sample(_tex2_sampler, vUV).x; float4 param = yCoCg; float param_1 = alpha; fragColor = YCoCgToRGB(param, param_1) * vTint; } 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; }