static float gl_FragDepth; struct SPIRV_Cross_Output { float gl_FragDepth : SV_DepthGreaterEqual; }; void frag_main() { gl_FragDepth = 0.5f; } [earlydepthstencil] SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.gl_FragDepth = gl_FragDepth; return stage_output; }