| static bool gl_FrontFacing; | |
| static float4 sk_FragColor; | |
| struct SPIRV_Cross_Input | |
| { | |
| bool gl_FrontFacing : SV_IsFrontFace; | |
| }; | |
| struct SPIRV_Cross_Output | |
| { | |
| float4 sk_FragColor : SV_Target0; | |
| }; | |
| void frag_main() | |
| { | |
| sk_FragColor = float(gl_FrontFacing ? 1 : (-1)).xxxx; | |
| } | |
| SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input) | |
| { | |
| gl_FrontFacing = stage_input.gl_FrontFacing; | |
| frag_main(); | |
| SPIRV_Cross_Output stage_output; | |
| stage_output.sk_FragColor = sk_FragColor; | |
| return stage_output; | |
| } |