1static float4 gl_Position; 2static float4 vA; 3static float4 vB; 4static float4 vC; 5 6struct SPIRV_Cross_Input 7{ 8 float4 vA : TEXCOORD0; 9 float4 vB : TEXCOORD1; 10 float4 vC : TEXCOORD2; 11}; 12 13struct SPIRV_Cross_Output 14{ 15 float4 gl_Position : SV_Position; 16}; 17 18void vert_main() 19{ 20 precise float4 _15 = vA * vB; 21 precise float4 _19 = vA + vB; 22 precise float4 _23 = vA - vB; 23 precise float4 _30 = _15 + vC; 24 precise float4 _34 = _15 + _19; 25 precise float4 _36 = _34 + _23; 26 precise float4 _38 = _36 + _30; 27 gl_Position = _38; 28} 29 30SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 31{ 32 vA = stage_input.vA; 33 vB = stage_input.vB; 34 vC = stage_input.vC; 35 vert_main(); 36 SPIRV_Cross_Output stage_output; 37 stage_output.gl_Position = gl_Position; 38 return stage_output; 39} 40