uniform float4 gl_HalfPixel; static float4 gl_Position; static int4 attr_int4; static int attr_int1; struct SPIRV_Cross_Input { float4 attr_int4 : TEXCOORD0; float attr_int1 : TEXCOORD1; }; struct SPIRV_Cross_Output { float4 gl_Position : POSITION; }; void vert_main() { gl_Position.x = float(attr_int4[attr_int1]); gl_Position.y = 0.0f; gl_Position.z = 0.0f; gl_Position.w = 0.0f; gl_Position.x = gl_Position.x - gl_HalfPixel.x * gl_Position.w; gl_Position.y = gl_Position.y + gl_HalfPixel.y * gl_Position.w; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { attr_int4 = stage_input.attr_int4; attr_int1 = stage_input.attr_int1; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; }