cbuffer cbuffer_x_7 : register(b0, space0) { uint4 x_7[2]; }; cbuffer cbuffer_x_11 : register(b1, space0) { uint4 x_11[3]; }; 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); void main_1() { float a = 0.0f; float b = 0.0f; int i = 0; int i_1 = 0; int i_2 = 0; int i_3 = 0; int i_4 = 0; int i_5 = 0; int i_6 = 0; int i_7 = 0; int i_8 = 0; int i_9 = 0; int i_10 = 0; const uint scalar_offset = ((16u * uint(0))) / 4; const float x_104 = asfloat(x_7[scalar_offset / 4][scalar_offset % 4]); a = x_104; const float x_106 = asfloat(x_7[1].x); b = x_106; const int x_24 = asint(x_11[1].x); i = x_24; while (true) { const int x_25 = i; const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_26 = asint(x_11[scalar_offset_1 / 4][scalar_offset_1 % 4]); if ((x_25 < x_26)) { } else { break; } const int x_27 = asint(x_11[1].x); i_1 = x_27; while (true) { const int x_28 = i_1; const uint scalar_offset_2 = ((16u * uint(0))) / 4; const int x_29 = asint(x_11[scalar_offset_2 / 4][scalar_offset_2 % 4]); if ((x_28 < x_29)) { } else { break; } const int x_30 = asint(x_11[1].x); i_2 = x_30; while (true) { const int x_31 = i_2; const uint scalar_offset_3 = ((16u * uint(0))) / 4; const int x_32 = asint(x_11[scalar_offset_3 / 4][scalar_offset_3 % 4]); if ((x_31 < x_32)) { } else { break; } const int x_33 = asint(x_11[2].x); i_3 = x_33; while (true) { const int x_34 = i_3; const uint scalar_offset_4 = ((16u * uint(0))) / 4; const int x_35 = asint(x_11[scalar_offset_4 / 4][scalar_offset_4 % 4]); if ((x_34 < x_35)) { } else { break; } const int x_36 = asint(x_11[2].x); i_4 = x_36; while (true) { const int x_37 = i_4; const uint scalar_offset_5 = ((16u * uint(0))) / 4; const int x_38 = asint(x_11[scalar_offset_5 / 4][scalar_offset_5 % 4]); if ((x_37 < x_38)) { } else { break; } const int x_39 = asint(x_11[1].x); i_5 = x_39; while (true) { const int x_40 = i_5; const uint scalar_offset_6 = ((16u * uint(0))) / 4; const int x_41 = asint(x_11[scalar_offset_6 / 4][scalar_offset_6 % 4]); if ((x_40 < x_41)) { } else { break; } const int x_42 = asint(x_11[1].x); i_6 = x_42; while (true) { const int x_43 = i_6; const uint scalar_offset_7 = ((16u * uint(0))) / 4; const int x_44 = asint(x_11[scalar_offset_7 / 4][scalar_offset_7 % 4]); if ((x_43 < x_44)) { } else { break; } const int x_45 = asint(x_11[1].x); i_7 = x_45; while (true) { const int x_46 = i_7; const uint scalar_offset_8 = ((16u * uint(0))) / 4; const int x_47 = asint(x_11[scalar_offset_8 / 4][scalar_offset_8 % 4]); if ((x_46 < x_47)) { } else { break; } const int x_48 = asint(x_11[1].x); i_8 = x_48; while (true) { const int x_49 = i_8; const uint scalar_offset_9 = ((16u * uint(0))) / 4; const int x_50 = asint(x_11[scalar_offset_9 / 4][scalar_offset_9 % 4]); if ((x_49 < x_50)) { } else { break; } const int x_51 = asint(x_11[1].x); i_9 = x_51; while (true) { const int x_52 = i_9; const uint scalar_offset_10 = ((16u * uint(0))) / 4; const int x_53 = asint(x_11[scalar_offset_10 / 4][scalar_offset_10 % 4]); if ((x_52 < x_53)) { } else { break; } const int x_54 = asint(x_11[1].x); i_10 = x_54; while (true) { const int x_55 = i_10; const uint scalar_offset_11 = ((16u * uint(0))) / 4; const int x_56 = asint(x_11[scalar_offset_11 / 4][scalar_offset_11 % 4]); if ((x_55 < x_56)) { } else { break; } const float x_196 = asfloat(x_7[1].x); a = x_196; const float x_198 = gl_FragCoord.y; const float x_200 = asfloat(x_7[1].x); if ((x_198 > x_200)) { break; } { i_10 = (i_10 + 1); } } { i_9 = (i_9 + 1); } } { i_8 = (i_8 + 1); } } { i_7 = (i_7 + 1); } } { i_6 = (i_6 + 1); } } { i_5 = (i_5 + 1); } } { i_4 = (i_4 + 1); } } { i_3 = (i_3 + 1); } } { i_2 = (i_2 + 1); } } { i_1 = (i_1 + 1); } } b = (b + 1.0f); { i = (i + 1); } } x_GLF_color = float4(b, a, a, b); 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_6 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_6; }