cbuffer vsConstants : register(b0) { row_major float4x4 _19_projection : packoffset(c0); }; static float4 gl_Position; static float3 position; static float2 vDiffuseUV; static float2 diffuseUV; static float2 vNormalUV; static float2 normalUV; static float2 vRoughnessUV; static float2 roughnessUV; static float vAngle; static float angle; static float vOpacity; static float opacity; struct SPIRV_Cross_Input { float3 position : TEXCOORD0; float2 diffuseUV : TEXCOORD1; float2 normalUV : TEXCOORD2; float2 roughnessUV : TEXCOORD3; float angle : TEXCOORD4; float opacity : TEXCOORD5; }; struct SPIRV_Cross_Output { float2 vDiffuseUV : TEXCOORD0; float2 vNormalUV : TEXCOORD1; float2 vRoughnessUV : TEXCOORD2; nointerpolation float vAngle : TEXCOORD3; nointerpolation float vOpacity : TEXCOORD4; float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = mul(float4(position, 1.0f), _19_projection); vDiffuseUV = diffuseUV; vNormalUV = normalUV; vRoughnessUV = roughnessUV; vAngle = angle; vOpacity = opacity; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { position = stage_input.position; diffuseUV = stage_input.diffuseUV; normalUV = stage_input.normalUV; roughnessUV = stage_input.roughnessUV; angle = stage_input.angle; opacity = stage_input.opacity; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vDiffuseUV = vDiffuseUV; stage_output.vNormalUV = vNormalUV; stage_output.vRoughnessUV = vRoughnessUV; stage_output.vAngle = vAngle; stage_output.vOpacity = vOpacity; return stage_output; }