static float4 gl_Position; static float4 vA; static float4 vB; static float4 vC; struct SPIRV_Cross_Input { float4 vA : TEXCOORD0; float4 vB : TEXCOORD1; float4 vC : TEXCOORD2; }; struct SPIRV_Cross_Output { float4 gl_Position : SV_Position; }; void vert_main() { precise float4 _15 = vA * vB; float4 mul = _15; precise float4 _19 = vA + vB; float4 add = _19; precise float4 _23 = vA - vB; float4 sub = _23; precise float4 _27 = vA * vB; precise float4 _30 = _27 + vC; float4 mad = _30; precise float4 _34 = mul + add; precise float4 _36 = _34 + sub; precise float4 _38 = _36 + mad; float4 summed = _38; gl_Position = summed; } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { vA = stage_input.vA; vB = stage_input.vB; vC = stage_input.vC; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; }