1RWByteAddressBuffer _8 : register(u0, space0); 2 3static float4 gl_Position; 4static int gl_VertexIndex; 5struct SPIRV_Cross_Input 6{ 7 uint gl_VertexIndex : SV_VertexID; 8}; 9 10struct SPIRV_Cross_Output 11{ 12 float4 gl_Position : SV_Position; 13}; 14 15void vert_main() 16{ 17 gl_Position = float4(asfloat(_8.Load2(gl_VertexIndex * 8 + 0)), 1.0f, 1.0f); 18} 19 20SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) 21{ 22 gl_VertexIndex = int(stage_input.gl_VertexIndex); 23 vert_main(); 24 SPIRV_Cross_Output stage_output; 25 stage_output.gl_Position = gl_Position; 26 return stage_output; 27} 28