static float4 gl_Position; static float vFlat; static float vCentroid; static float vSample; static float vNoperspective; struct Block { nointerpolation float vFlat : TEXCOORD4; centroid float vCentroid : TEXCOORD5; sample float vSample : TEXCOORD6; noperspective float vNoperspective : TEXCOORD7; }; static Block vout; struct SPIRV_Cross_Output { nointerpolation float vFlat : TEXCOORD0; centroid float vCentroid : TEXCOORD1; sample float vSample : TEXCOORD2; noperspective float vNoperspective : TEXCOORD3; float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = float4(1.0f, 1.0f, 1.0f, 1.0f); vFlat = 0.0f; vCentroid = 1.0f; vSample = 2.0f; vNoperspective = 3.0f; vout.vFlat = 0.0f; vout.vCentroid = 1.0f; vout.vSample = 2.0f; vout.vNoperspective = 3.0f; } SPIRV_Cross_Output main(out Block stage_outputvout) { vert_main(); stage_outputvout = vout; SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vFlat = vFlat; stage_output.vCentroid = vCentroid; stage_output.vSample = vSample; stage_output.vNoperspective = vNoperspective; return stage_output; }