static float4 gl_Position; static float4 vInput0; static float4 vInput1; static float4 vInput2; static float4 vColor; struct SPIRV_Cross_Input { float4 vInput0 : TEXCOORD0; float4 vInput1 : TEXCOORD1; float4 vInput2 : TEXCOORD2; }; struct SPIRV_Cross_Output { precise float4 vColor : TEXCOORD0; precise float4 gl_Position : SV_Position; }; void vert_main() { float4 _20 = vInput1 * vInput2; float4 _21 = vInput0 + _20; gl_Position = _21; float4 _27 = vInput0 - vInput1; float4 _29 = _27 * vInput2; vColor = _29; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vInput0 = stage_input.vInput0; vInput1 = stage_input.vInput1; vInput2 = stage_input.vInput2; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vColor = vColor; return stage_output; }