RWByteAddressBuffer _8 : register(u0, space0); static float4 gl_Position; static int gl_VertexIndex; struct SPIRV_Cross_Input { uint gl_VertexIndex : SV_VertexID; }; struct SPIRV_Cross_Output { float4 gl_Position : SV_Position; }; void vert_main() { gl_Position = float4(asfloat(_8.Load2(gl_VertexIndex * 16 + 0)), 1.0f, 1.0f); } SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) { gl_VertexIndex = int(stage_input.gl_VertexIndex); vert_main(); SPIRV_Cross_Output stage_output; stage_output.gl_Position = gl_Position; return stage_output; }