SamplerState g_sSamp : register(s0); [[spv::format_rgba32f]] RWTexture1D g_tTex1df4 : register(t0); [[spv::format_rg32f]] RWTexture1D g_tTex1di4; [[spv::format_rgba8snorm]] RWTexture1D g_tTex1du4; [[spv::format_rgba8i]] RWTexture2D g_tTex2df4; [[spv::format_r11fg11fb10f]] RWTexture2D g_tTex2di4; [[spv::format_r8snorm]] RWTexture2D g_tTex2du4; [[spv::format_rg8]] RWTexture3D g_tTex3df4; [[spv::format_rgba16i]] RWTexture3D g_tTex3di4; [[spv::format_r8i]] RWTexture3D g_tTex3du4; [[spv::format_rgba8ui]] RWTexture1DArray g_tTex1df4a; [[spv::format_rg32ui]] RWTexture1DArray g_tTex1di4a; [[spv::format_r16ui]] RWTexture1DArray g_tTex1du4a; [[spv::format_rgb10a2ui]] RWTexture2DArray g_tTex2df4a; [[spv::format_r8ui]] RWTexture2DArray g_tTex2di4a; [[spv::format_rgba16f]] RWTexture2DArray g_tTex2du4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; psout.Color = 1.0; psout.Depth = 1.0; return psout; }