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18 lines
278 B
GLSL
18 lines
278 B
GLSL
static float gl_FragDepth = 0.5f;
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struct SPIRV_Cross_Output
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{
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float gl_FragDepth : SV_Depth;
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};
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void frag_main()
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{
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}
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_FragDepth = gl_FragDepth;
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return stage_output;
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}
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