static float4 gl_FragCoord; static float gl_FragDepth; static float4 FragColor; static float4 vColor; struct SPIRV_Cross_Input { float4 vColor : TEXCOORD0; float4 gl_FragCoord : SV_Position; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; float gl_FragDepth : SV_Depth; }; void frag_main() { FragColor = gl_FragCoord + vColor; gl_FragDepth = 0.5f; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FragCoord = stage_input.gl_FragCoord; vColor = stage_input.vColor; frag_main(); SPIRV_Cross_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; stage_output.FragColor = FragColor; return stage_output; }