1static float4 gl_Position; 2static int gl_VertexIndex; 3static int gl_InstanceIndex; 4static float2 vcoord_Stage0; 5 6struct SPIRV_Cross_Input 7{ 8 uint gl_VertexIndex : SV_VertexID; 9 uint gl_InstanceIndex : SV_InstanceID; 10}; 11 12struct SPIRV_Cross_Output 13{ 14 noperspective float2 vcoord_Stage0 : TEXCOORD1; 15 float4 gl_Position : SV_Position; 16}; 17 18void vert_main() 19{ 20 int _22 = gl_InstanceIndex % 200; 21 int x = _22; 22 int _25 = gl_InstanceIndex / 200; 23 int y = _25; 24 int _31 = (gl_InstanceIndex * 929) % 17; 25 int ileft = _31; 26 int _40 = (_31 + 1) + ((gl_InstanceIndex * 1637) % (17 - _31)); 27 int iright = _40; 28 int _45 = (gl_InstanceIndex * 313) % 17; 29 int itop = _45; 30 int _53 = (_45 + 1) + ((gl_InstanceIndex * 1901) % (17 - _45)); 31 int ibot = _53; 32 float outset = 0.03125f; 33 float _63 = 0.0f; 34 if (0 == ((_22 + _25) % 2)) 35 { 36 _63 = -0.03125f; 37 } 38 else 39 { 40 _63 = 0.03125f; 41 } 42 outset = _63; 43 float _73 = (float(_31) * 0.0625f) - _63; 44 float l = _73; 45 float _77 = (float(_40) * 0.0625f) + _63; 46 float r = _77; 47 float t = (float(_45) * 0.0625f) - _63; 48 float b = (float(_53) * 0.0625f) + _63; 49 float _92 = 0.0f; 50 if (0 == (gl_VertexIndex % 2)) 51 { 52 _92 = _73; 53 } 54 else 55 { 56 _92 = _77; 57 } 58 float2 vertexpos = 0.0f.xx; 59 vertexpos.x = float(_22) + _92; 60 float _104 = 0.0f; 61 if (0 == (gl_VertexIndex / 2)) 62 { 63 _104 = t; 64 } 65 else 66 { 67 _104 = b; 68 } 69 vertexpos.y = float(y) + _104; 70 vcoord_Stage0.x = float((0 == (gl_VertexIndex % 2)) ? (-1) : 1); 71 vcoord_Stage0.y = float((0 == (gl_VertexIndex / 2)) ? (-1) : 1); 72 gl_Position = float4(vertexpos.x, vertexpos.y, 0.0f, 1.0f); 73} 74 75SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 76{ 77 gl_VertexIndex = int(stage_input.gl_VertexIndex); 78 gl_InstanceIndex = int(stage_input.gl_InstanceIndex); 79 vert_main(); 80 SPIRV_Cross_Output stage_output; 81 stage_output.gl_Position = gl_Position; 82 stage_output.vcoord_Stage0 = vcoord_Stage0; 83 return stage_output; 84} 85