1cbuffer _UniformBuffer : register(b0, space0) 2{ 3 float4 _10_sk_RTAdjust : packoffset(c0); 4}; 5 6 7static float4 gl_Position; 8static float4 pos; 9 10struct SPIRV_Cross_Input 11{ 12 float4 pos : TEXCOORD0; 13}; 14 15struct SPIRV_Cross_Output 16{ 17 float4 gl_Position : SV_Position; 18}; 19 20void vert_main() 21{ 22 gl_Position = pos; 23 gl_Position = float4((gl_Position.xy * _10_sk_RTAdjust.xz) + (gl_Position.ww * _10_sk_RTAdjust.yw), 0.0f, gl_Position.w); 24} 25 26SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 27{ 28 pos = stage_input.pos; 29 vert_main(); 30 SPIRV_Cross_Output stage_output; 31 stage_output.gl_Position = gl_Position; 32 return stage_output; 33} 34