static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_7 : register(b0, space0) { uint4 x_7[2]; }; void main_1() { int a = 0; const float x_30 = gl_FragCoord.x; a = max(1, min(1, int(x_30))); if ((a < 2)) { const uint scalar_offset = ((16u * uint(0))) / 4; const int x_40 = asint(x_7[scalar_offset / 4][scalar_offset % 4]); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_43 = asint(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]); const int x_46 = asint(x_7[1].x); x_GLF_color = float4(1.0f, float(x_40), float(x_43), float(x_46)); } else { const int x_50 = asint(x_7[1].x); const float x_51 = float(x_50); x_GLF_color = float4(x_51, x_51, x_51, x_51); } return; } struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 gl_FragCoord_param : SV_Position; }; struct tint_symbol_2 { float4 x_GLF_color_1 : SV_Target0; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param; gl_FragCoord = gl_FragCoord_param; main_1(); const main_out tint_symbol_3 = {x_GLF_color}; const tint_symbol_2 tint_symbol_5 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_5; }