uniform float4 UBO[14]; static float4 gl_Position; static float4 oA; static float4 oB; static float4 oC; static float4 oD; static float4 oE; struct SPIRV_Cross_Output { float4 oA : TEXCOORD0; float4 oB : TEXCOORD1; float4 oC : TEXCOORD2; float4 oD : TEXCOORD3; float4 oE : TEXCOORD4; float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = 0.0f.xxxx; oA = UBO[1]; oB = float4(UBO[4].y, UBO[5].y, UBO[6].y, UBO[7].y); oC = UBO[9]; oD = float4(UBO[10].x, UBO[11].x, UBO[12].x, UBO[13].x); oE = float4(UBO[1].z, UBO[6].y, UBO[9].z, UBO[12].y); } SPIRV_Cross_Output main() { vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.oA = oA; stage_output.oB = oB; stage_output.oC = oC; stage_output.oD = oD; stage_output.oE = oE; return stage_output; }