| 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 _24 = gl_InstanceIndex % 200; |
| int x = _24; |
| int _27 = gl_InstanceIndex / 200; |
| int y = _27; |
| int _33 = (gl_InstanceIndex * 929) % 17; |
| int ileft = _33; |
| int _42 = (_33 + 1) + ((gl_InstanceIndex * 1637) % (17 - _33)); |
| int iright = _42; |
| int _47 = (gl_InstanceIndex * 313) % 17; |
| int itop = _47; |
| int _55 = (_47 + 1) + ((gl_InstanceIndex * 1901) % (17 - _47)); |
| int ibot = _55; |
| float outset = 0.03125f; |
| float _65 = 0.0f; |
| if (0 == ((_24 + _27) % 2)) |
| { |
| _65 = -0.03125f; |
| } |
| else |
| { |
| _65 = 0.03125f; |
| } |
| outset = _65; |
| float _75 = (float(_33) * 0.0625f) - _65; |
| float l = _75; |
| float _79 = (float(_42) * 0.0625f) + _65; |
| float r = _79; |
| float t = (float(_47) * 0.0625f) - _65; |
| float b = (float(_55) * 0.0625f) + _65; |
| float _94 = 0.0f; |
| if (0 == (gl_VertexIndex % 2)) |
| { |
| _94 = _75; |
| } |
| else |
| { |
| _94 = _79; |
| } |
| float2 vertexpos = 0.0f.xx; |
| vertexpos.x = float(_24) + _94; |
| float _106 = 0.0f; |
| if (0 == (gl_VertexIndex / 2)) |
| { |
| _106 = t; |
| } |
| else |
| { |
| _106 = b; |
| } |
| vertexpos.y = float(y) + _106; |
| 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; |
| } |