#version 450 uniform int SPIRV_Cross_BaseInstance; vec4 _main(uint vid, uint iid) { return vec4(float(vid + iid)); } void main() { uint vid = uint(gl_VertexID); uint iid = uint((gl_InstanceID + SPIRV_Cross_BaseInstance)); uint param = vid; uint param_1 = iid; gl_Position = _main(param, param_1); }