static float gl_ClipDistance[2]; static float gl_CullDistance[1]; static float FragColor; struct SPIRV_Cross_Input { float2 gl_ClipDistance0 : SV_ClipDistance0; float gl_CullDistance0 : SV_CullDistance0; }; struct SPIRV_Cross_Output { float FragColor : SV_Target0; }; void frag_main() { FragColor = (gl_ClipDistance[0] + gl_CullDistance[0]) + gl_ClipDistance[1]; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_ClipDistance[0] = stage_input.gl_ClipDistance0.x; gl_ClipDistance[1] = stage_input.gl_ClipDistance0.y; gl_CullDistance[0] = stage_input.gl_CullDistance0.x; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }