101 lines
2.6 KiB
HLSL
101 lines
2.6 KiB
HLSL
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cbuffer cbuffer_x_7 : register(b1, space0) {
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uint4 x_7[3];
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};
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static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_11 : register(b0, space0) {
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uint4 x_11[1];
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};
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static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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int a = 0;
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int i = 0;
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int j = 0;
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const int x_36 = asint(x_7[2].x);
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a = x_36;
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const int x_38 = asint(x_7[2].x);
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i = x_38;
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while (true) {
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const int x_43 = i;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const int x_45 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
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if ((x_43 < x_45)) {
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} else {
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break;
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}
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const int x_49 = asint(x_7[2].x);
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j = x_49;
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while (true) {
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const int x_54 = j;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const int x_56 = asint(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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if ((x_54 < x_56)) {
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} else {
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break;
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}
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while (true) {
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const int x_64 = asint(x_7[1].x);
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a = x_64;
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const float x_66 = gl_FragCoord.y;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const float x_68 = asfloat(x_11[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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if ((x_66 < x_68)) {
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discard;
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}
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{
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const int x_72 = a;
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const int x_74 = asint(x_7[1].x);
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if ((x_72 < x_74)) {
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} else {
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break;
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}
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}
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}
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const float x_77 = gl_FragCoord.y;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const float x_79 = asfloat(x_11[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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if ((x_77 < x_79)) {
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break;
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}
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{
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j = (j + 1);
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}
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}
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{
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i = (i + 1);
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}
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}
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const int x_87 = a;
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const int x_89 = asint(x_7[1].x);
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if ((x_87 == x_89)) {
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const int x_94 = a;
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const int x_97 = asint(x_7[2].x);
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const int x_100 = asint(x_7[2].x);
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x_GLF_color = float4(float(x_94), float(x_97), float(x_100), float(a));
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} else {
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const int x_106 = asint(x_7[2].x);
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const float x_107 = float(x_106);
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x_GLF_color = float4(x_107, x_107, x_107, x_107);
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}
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return;
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}
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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const main_out tint_symbol_3 = {x_GLF_color};
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const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_6;
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}
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