static float4 gl_Position; static float gl_ClipDistance[2]; static float gl_CullDistance[1]; struct SPIRV_Cross_Output { float4 gl_Position : SV_Position; float2 gl_ClipDistance0 : SV_ClipDistance0; float gl_CullDistance0 : SV_CullDistance0; }; void vert_main() { gl_Position = 1.0f.xxxx; gl_ClipDistance[0] = 0.0f; gl_ClipDistance[1] = 0.0f; gl_CullDistance[0] = 4.0f; } SPIRV_Cross_Output main() { vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_ClipDistance0.x = gl_ClipDistance[0]; stage_output.gl_ClipDistance0.y = gl_ClipDistance[1]; stage_output.gl_CullDistance0.x = gl_CullDistance[0]; return stage_output; }