uniform float4 UBO[4]; static float3 FragColor; static float3 vNormal; struct SPIRV_Cross_Input { nointerpolation float3 vNormal : TEXCOORD0; }; struct SPIRV_Cross_Output { float3 FragColor : SV_Target0; }; void frag_main() { float4x4 _19 = float4x4(UBO[0], UBO[1], UBO[2], UBO[3]); FragColor = mul(vNormal, float3x3(_19[0].xyz, _19[1].xyz, _19[2].xyz)); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vNormal = stage_input.vNormal; frag_main(); SPIRV_Cross_Output stage_output; stage_output.FragColor = FragColor; return stage_output; }