82 lines
2.6 KiB
HLSL
82 lines
2.6 KiB
HLSL
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void set_float4(inout float4 vec, int idx, float val) {
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vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
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}
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cbuffer cbuffer_x_6 : register(b1, space0) {
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uint4 x_6[5];
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};
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cbuffer cbuffer_x_9 : register(b0, space0) {
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uint4 x_9[2];
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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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float4 v = float4(0.0f, 0.0f, 0.0f, 0.0f);
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int i = 0;
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const int x_40 = asint(x_6[1].x);
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const int x_43 = asint(x_6[2].x);
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const int x_46 = asint(x_6[3].x);
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const int x_49 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
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v = float4(float(x_40), float(x_43), float(x_46), float(x_49));
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const int x_53 = asint(x_6[4].x);
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i = x_53;
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while (true) {
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const int x_58 = i;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const int x_60 = asint(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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if ((x_58 < x_60)) {
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} else {
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break;
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}
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const float4 x_63 = v;
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const float4 x_64 = v;
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const float4 x_65 = v;
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const float4 x_66 = v;
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const int x_88 = i;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const float x_92 = asfloat(x_9[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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if ((float4x4(float4(x_63.x, x_63.y, x_63.z, x_63.w), float4(x_64.x, x_64.y, x_64.z, x_64.w), float4(x_65.x, x_65.y, x_65.z, x_65.w), float4(x_66.x, x_66.y, x_66.z, x_66.w))[0u][x_88] > x_92)) {
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const int x_96 = i;
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const float4 x_97 = v;
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const float x_99 = asfloat(x_9[1].x);
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const float x_102 = asfloat(x_9[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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const int x_106 = asint(x_6[1].x);
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set_float4(v, x_96, clamp(x_97, float4(x_99, x_99, x_99, x_99), float4(x_102, x_102, x_102, x_102))[x_106]);
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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 float4 x_111 = v;
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const int x_113 = asint(x_6[1].x);
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const float x_114 = float(x_113);
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if (all((x_111 == float4(x_114, x_114, x_114, x_114)))) {
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const int x_122 = asint(x_6[1].x);
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const int x_125 = asint(x_6[4].x);
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const int x_128 = asint(x_6[4].x);
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const int x_131 = asint(x_6[1].x);
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x_GLF_color = float4(float(x_122), float(x_125), float(x_128), float(x_131));
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} else {
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const int x_135 = asint(x_6[4].x);
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const float x_136 = float(x_135);
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x_GLF_color = float4(x_136, x_136, x_136, x_136);
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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 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol main() {
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main_1();
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const main_out tint_symbol_1 = {x_GLF_color};
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const tint_symbol tint_symbol_4 = {tint_symbol_1.x_GLF_color_1};
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return tint_symbol_4;
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}
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