cbuffer _UniformBuffer : register(b0, space0) { float4 _10_sk_RTAdjust : packoffset(c0); }; static float4 gl_Position; static float4 pos; struct SPIRV_Cross_Input { float4 pos : TEXCOORD0; }; struct SPIRV_Cross_Output { float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = pos; gl_Position = float4((gl_Position.xy * _10_sk_RTAdjust.xz) + (gl_Position.ww * _10_sk_RTAdjust.yw), 0.0f, gl_Position.w); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { pos = stage_input.pos; vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; }