uniform float4 UBO[12]; static float4 gl_Position; static float4 aVertex; struct SPIRV_Cross_Input { float4 aVertex : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = mul(aVertex, float4x4(UBO[0], UBO[1], UBO[2], UBO[3])) + mul(aVertex, transpose(float4x4(UBO[4], UBO[5], UBO[6], UBO[7]))); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { aVertex = stage_input.aVertex; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; }