147 lines
4.6 KiB
HLSL
147 lines
4.6 KiB
HLSL
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void set_float2(inout float2 vec, int idx, float val) {
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vec = (idx.xx == int2(0, 1)) ? val.xx : vec;
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}
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static float4x2 m = float4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_10 : register(b2, space0) {
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uint4 x_10[1];
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};
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cbuffer cbuffer_x_12 : register(b0, space0) {
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uint4 x_12[1];
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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_16 : register(b1, space0) {
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uint4 x_16[4];
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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 func0_i1_(inout int x) {
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int i = 0;
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bool x_137 = false;
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bool x_138 = false;
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bool x_138_phi = false;
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bool x_139_phi = false;
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const int x_124 = x;
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const bool x_125 = (x_124 < 1);
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x_139_phi = x_125;
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if (!(x_125)) {
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const int x_129 = x;
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const bool x_130 = (x_129 > 1);
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x_138_phi = x_130;
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if (x_130) {
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const float x_134 = asfloat(x_10[0].x);
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_136 = asfloat(x_12[scalar_offset / 4][scalar_offset % 4]);
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x_137 = (x_134 > x_136);
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x_138_phi = x_137;
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}
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x_138 = x_138_phi;
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x_139_phi = x_138;
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}
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if (x_139_phi) {
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return;
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}
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const float x_143 = asfloat(x_10[0].x);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_145 = asfloat(x_12[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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if ((x_143 == x_145)) {
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i = 0;
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while (true) {
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if ((i < 2)) {
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} else {
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break;
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}
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{
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const int x_154 = x;
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const int x_155 = clamp(x_154, 0, 3);
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const int x_156 = i;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const float x_158 = asfloat(x_12[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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const float x_160 = m[x_155][x_156];
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set_float2(m[x_155], x_156, (x_160 + x_158));
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i = (i + 1);
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}
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}
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}
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return;
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}
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void func1_() {
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int param = 0;
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const float x_167 = gl_FragCoord.y;
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if ((x_167 < 0.0f)) {
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return;
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}
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param = 1;
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func0_i1_(param);
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return;
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}
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void main_1() {
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m = float4x2(float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f));
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func1_();
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func1_();
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const float4x2 x_54 = m;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_56 = asint(x_16[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const int x_59 = asint(x_16[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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const int x_62 = asint(x_16[1].x);
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const int x_65 = asint(x_16[1].x);
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const uint scalar_offset_5 = ((16u * uint(0))) / 4;
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const int x_68 = asint(x_16[scalar_offset_5 / 4][scalar_offset_5 % 4]);
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const uint scalar_offset_6 = ((16u * uint(0))) / 4;
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const int x_71 = asint(x_16[scalar_offset_6 / 4][scalar_offset_6 % 4]);
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const uint scalar_offset_7 = ((16u * uint(0))) / 4;
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const int x_74 = asint(x_16[scalar_offset_7 / 4][scalar_offset_7 % 4]);
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const uint scalar_offset_8 = ((16u * uint(0))) / 4;
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const int x_77 = asint(x_16[scalar_offset_8 / 4][scalar_offset_8 % 4]);
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const float4x2 x_83 = float4x2(float2(float(x_56), float(x_59)), float2(float(x_62), float(x_65)), float2(float(x_68), float(x_71)), float2(float(x_74), float(x_77)));
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bool tint_tmp_2 = all((x_54[0u] == x_83[0u]));
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if (tint_tmp_2) {
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tint_tmp_2 = all((x_54[1u] == x_83[1u]));
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}
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bool tint_tmp_1 = (tint_tmp_2);
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if (tint_tmp_1) {
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tint_tmp_1 = all((x_54[2u] == x_83[2u]));
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}
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bool tint_tmp = (tint_tmp_1);
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if (tint_tmp) {
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tint_tmp = all((x_54[3u] == x_83[3u]));
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}
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if ((tint_tmp)) {
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const int x_107 = asint(x_16[3].x);
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const uint scalar_offset_9 = ((16u * uint(0))) / 4;
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const int x_110 = asint(x_16[scalar_offset_9 / 4][scalar_offset_9 % 4]);
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const uint scalar_offset_10 = ((16u * uint(0))) / 4;
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const int x_113 = asint(x_16[scalar_offset_10 / 4][scalar_offset_10 % 4]);
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const int x_116 = asint(x_16[3].x);
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x_GLF_color = float4(float(x_107), float(x_110), float(x_113), float(x_116));
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} else {
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const uint scalar_offset_11 = ((16u * uint(0))) / 4;
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const int x_120 = asint(x_16[scalar_offset_11 / 4][scalar_offset_11 % 4]);
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const float x_121 = float(x_120);
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x_GLF_color = float4(x_121, x_121, x_121, x_121);
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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_7 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_7;
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}
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