| 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; |
| } |