static float4 gl_Position; static int gl_VertexIndex; static int gl_InstanceIndex; static float2 vcoord_Stage0; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; }; struct SPIRV_Cross_Output { noperspective float2 vcoord_Stage0 : TEXCOORD1; float4 gl_Position : SV_Position; }; void vert_main() { int _22 = gl_InstanceIndex % 200; int x = _22; int _25 = gl_InstanceIndex / 200; int y = _25; int _31 = (gl_InstanceIndex * 929) % 17; int ileft = _31; int _40 = (_31 + 1) + ((gl_InstanceIndex * 1637) % (17 - _31)); int iright = _40; int _45 = (gl_InstanceIndex * 313) % 17; int itop = _45; int _53 = (_45 + 1) + ((gl_InstanceIndex * 1901) % (17 - _45)); int ibot = _53; float outset = 0.03125f; float _63 = 0.0f; if (0 == ((_22 + _25) % 2)) { _63 = -0.03125f; } else { _63 = 0.03125f; } outset = _63; float _73 = (float(_31) * 0.0625f) - _63; float l = _73; float _77 = (float(_40) * 0.0625f) + _63; float r = _77; float t = (float(_45) * 0.0625f) - _63; float b = (float(_53) * 0.0625f) + _63; float _92 = 0.0f; if (0 == (gl_VertexIndex % 2)) { _92 = _73; } else { _92 = _77; } float2 vertexpos = 0.0f.xx; vertexpos.x = float(_22) + _92; float _104 = 0.0f; if (0 == (gl_VertexIndex / 2)) { _104 = t; } else { _104 = b; } vertexpos.y = float(y) + _104; vcoord_Stage0.x = float((0 == (gl_VertexIndex % 2)) ? (-1) : 1); vcoord_Stage0.y = float((0 == (gl_VertexIndex / 2)) ? (-1) : 1); gl_Position = float4(vertexpos.x, vertexpos.y, 0.0f, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); gl_InstanceIndex = int(stage_input.gl_InstanceIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vcoord_Stage0 = vcoord_Stage0; return stage_output; }