ShaderResourceGroupSemantic UpdateSrgOne
{
    FrequencyId = 1;
};

ShaderResourceGroup MySRGOne : UpdateSrgOne
{
    struct InnerStruct
    {
        float4 m_diffuseColor;
    };

    TextureCube m_environmentMap;
    Sampler     m_sampler {};
    ConstantBuffer<InnerStruct> m_materialConstants;
};

struct SData
{
    float4 clr;
};

float4 main(float2 uv) : SV_Target0
{
    float4 diff = MySRGOne::m_materialConstants.m_diffuseColor;
    sampler s = MySRGOne::m_sampler;
    SData d;
    d.clr = s.fetch(uv);
    return d.clr;
}
