Texture2D uTex[] : register(t0, space0); SamplerState Immut : register(s0, space1); static float4 FragColor; static int vIndex; static float2 vUV; struct SPIRV_Cross_Input { float2 vUV : TEXCOORD0; nointerpolation int vIndex : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { FragColor = uTex[NonUniformResourceIndex(vIndex)].Sample(Immut, vUV); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vIndex = stage_input.vIndex; vUV = stage_input.vUV; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }