uniform float4 gl_HalfPixel; static float4 gl_Position; static float gl_PointSize; struct SPIRV_Cross_Output { float4 gl_Position : POSITION; float gl_PointSize : PSIZE; }; void vert_main() { gl_Position = 1.0f.xxxx; gl_PointSize = 4.0f; gl_Position.x = gl_Position.x - gl_HalfPixel.x * gl_Position.w; gl_Position.y = gl_Position.y + gl_HalfPixel.y * gl_Position.w; } SPIRV_Cross_Output main() { vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_PointSize = gl_PointSize; return stage_output; }