uniform float4 UBO[8]; static float4 gl_Position; static float4 oA; static float4 oB; static float4 oC; static float4 oD; static float4 oE; static float4 oF; struct SPIRV_Cross_Output { float4 oA : TEXCOORD0; float4 oB : TEXCOORD1; float4 oC : TEXCOORD2; float4 oD : TEXCOORD3; float4 oE : TEXCOORD4; float4 oF : TEXCOORD5; float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = 0.0f.xxxx; oA = UBO[0]; oB = float4(UBO[1].xy, UBO[1].zw); oC = float4(UBO[2].x, UBO[3].xyz); oD = float4(UBO[4].xyz, UBO[4].w); oE = float4(UBO[5].x, UBO[5].y, UBO[5].z, UBO[5].w); oF = float4(UBO[6].x, UBO[6].zw, UBO[7].x); } SPIRV_Cross_Output main() { vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.oA = oA; stage_output.oB = oB; stage_output.oC = oC; stage_output.oD = oD; stage_output.oE = oE; stage_output.oF = oF; return stage_output; }