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struct ExternalTextureParams {
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uint numPlanes;
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float3x4 yuvToRgbConversionMatrix;
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};
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Texture2D<float4> ext_tex_plane_1 : register(t1, space1);
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cbuffer cbuffer_ext_tex_params : register(b2, space1) {
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uint4 ext_tex_params[4];
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};
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Texture2D<float4> arg_0 : register(t0, space1);
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float4 textureLoadExternal(Texture2D<float4> plane0, Texture2D<float4> plane1, int2 coord, ExternalTextureParams params) {
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float3 color = float3(0.0f, 0.0f, 0.0f);
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if ((params.numPlanes == 1u)) {
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color = plane0.Load(int3(coord, 0)).rgb;
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} else {
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color = mul(params.yuvToRgbConversionMatrix, float4(plane0.Load(int3(coord, 0)).r, plane1.Load(int3(coord, 0)).rg, 1.0f));
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}
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return float4(color, 1.0f);
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}
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float4 textureLoad2d(Texture2D<float4> tint_symbol, Texture2D<float4> ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) {
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return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1);
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}
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float3x4 tint_symbol_4(uint4 buffer[4], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 16u)) / 4;
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const uint scalar_offset_2 = ((offset + 32u)) / 4;
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return float3x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]));
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}
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ExternalTextureParams tint_symbol_2(uint4 buffer[4], uint offset) {
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const uint scalar_offset_3 = ((offset + 0u)) / 4;
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const ExternalTextureParams tint_symbol_6 = {buffer[scalar_offset_3 / 4][scalar_offset_3 % 4], tint_symbol_4(buffer, (offset + 16u))};
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return tint_symbol_6;
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}
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void doTextureLoad() {
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float4 res = textureLoad2d(arg_0, ext_tex_plane_1, tint_symbol_2(ext_tex_params, 0u), int2(0, 0));
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}
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struct tint_symbol_1 {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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doTextureLoad();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol_1 vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol_1 wrapper_result = (tint_symbol_1)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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doTextureLoad();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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doTextureLoad();
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return;
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}
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