static bool gl_FrontFacing; static float4 FragColor; static float4 vA; static float4 vB; struct SPIRV_Cross_Input { float4 vA : TEXCOORD0; float4 vB : TEXCOORD1; bool gl_FrontFacing : SV_IsFrontFace; }; struct SPIRV_Cross_Output { float4 FragColor : SV_Target0; }; void frag_main() { if (gl_FrontFacing) { FragColor = vA; } else { FragColor = vB; } } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_FrontFacing = stage_input.gl_FrontFacing; vA = stage_input.vA; vB = stage_input.vB; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }