struct QuicksortObject { int numbers[10]; }; static QuicksortObject obj = (QuicksortObject)0; static float4 x_GLF_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); static float4 x_GLF_pos = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_33 : register(b0, space0) { uint4 x_33[1]; }; cbuffer cbuffer_x_36 : register(b1, space0) { uint4 x_36[1]; }; static float4 frag_color = float4(0.0f, 0.0f, 0.0f, 0.0f); static float4 gl_Position = float4(0.0f, 0.0f, 0.0f, 0.0f); void swap_i1_i1_(inout int i, inout int j) { int temp = 0; const int x_250 = i; const int x_252 = obj.numbers[x_250]; temp = x_252; const int x_253 = i; const int x_254 = j; const int x_256 = obj.numbers[x_254]; obj.numbers[x_253] = x_256; const int x_258 = j; obj.numbers[x_258] = temp; return; } int performPartition_i1_i1_(inout int l, inout int h) { int pivot = 0; int i_1 = 0; int j_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; int param_3 = 0; const int x_262 = h; const int x_264 = obj.numbers[x_262]; pivot = x_264; const int x_265 = l; i_1 = (x_265 - 1); const int x_267 = l; j_1 = x_267; while (true) { const int x_272 = j_1; const int x_273 = h; if ((x_272 <= (x_273 - 1))) { } else { break; } const int x_279 = obj.numbers[j_1]; if ((x_279 <= pivot)) { i_1 = (i_1 + 1); param = i_1; param_1 = j_1; swap_i1_i1_(param, param_1); } { j_1 = (j_1 + 1); } } param_2 = (i_1 + 1); const int x_293 = h; param_3 = x_293; swap_i1_i1_(param_2, param_3); return (i_1 + 1); } void quicksort_() { int l_1 = 0; int h_1 = 0; int top = 0; int stack[10] = (int[10])0; int p = 0; int param_4 = 0; int param_5 = 0; l_1 = 0; h_1 = 9; top = -1; const int x_299 = (top + 1); top = x_299; stack[x_299] = l_1; const int x_303 = (top + 1); top = x_303; stack[x_303] = h_1; while (true) { if ((top >= 0)) { } else { break; } const int x_313 = top; top = (x_313 - 1); const int x_316 = stack[x_313]; h_1 = x_316; const int x_317 = top; top = (x_317 - 1); const int x_320 = stack[x_317]; l_1 = x_320; param_4 = l_1; param_5 = h_1; const int x_323 = performPartition_i1_i1_(param_4, param_5); p = x_323; if (((p - 1) > l_1)) { const int x_331 = (top + 1); top = x_331; stack[x_331] = l_1; const int x_335 = (top + 1); top = x_335; stack[x_335] = (p - 1); } if (((p + 1) < h_1)) { const int x_346 = (top + 1); top = x_346; stack[x_346] = (p + 1); const int x_351 = (top + 1); top = x_351; stack[x_351] = h_1; } } return; } void main_1() { int i_2 = 0; float2 uv = float2(0.0f, 0.0f); float3 color = float3(0.0f, 0.0f, 0.0f); x_GLF_FragCoord = ((x_GLF_pos + float4(1.0f, 1.0f, 0.0f, 0.0f)) * float4(128.0f, 128.0f, 1.0f, 1.0f)); i_2 = 0; { for(; (i_2 < 10); i_2 = (i_2 + 1)) { obj.numbers[i_2] = (10 - i_2); const float x_109 = asfloat(x_33[0].x); const float x_111 = asfloat(x_33[0].y); if ((x_109 > x_111)) { break; } const int x_115 = i_2; const int x_118 = obj.numbers[i_2]; const int x_121 = obj.numbers[i_2]; obj.numbers[x_115] = (x_118 * x_121); } } quicksort_(); const float4 x_127 = x_GLF_FragCoord; const float2 x_130 = asfloat(x_36[0].xy); uv = (float2(x_127.x, x_127.y) / x_130); color = float3(1.0f, 2.0f, 3.0f); const int x_133 = obj.numbers[0]; const float x_136 = color.x; color.x = (x_136 + float(x_133)); const float x_140 = uv.x; if ((x_140 > 0.25f)) { const int x_145 = obj.numbers[1]; const float x_148 = color.x; color.x = (x_148 + float(x_145)); } const float x_152 = uv.x; if ((x_152 > 0.5f)) { const int x_157 = obj.numbers[2]; const float x_160 = color.y; color.y = (x_160 + float(x_157)); } const float x_164 = uv.x; if ((x_164 > 0.75f)) { const int x_169 = obj.numbers[3]; const float x_172 = color.z; color.z = (x_172 + float(x_169)); } const int x_176 = obj.numbers[4]; const float x_179 = color.y; color.y = (x_179 + float(x_176)); const float x_183 = uv.y; if ((x_183 > 0.25f)) { const int x_188 = obj.numbers[5]; const float x_191 = color.x; color.x = (x_191 + float(x_188)); } const float x_195 = uv.y; if ((x_195 > 0.5f)) { const int x_200 = obj.numbers[6]; const float x_203 = color.y; color.y = (x_203 + float(x_200)); } const float x_207 = uv.y; if ((x_207 > 0.75f)) { const int x_212 = obj.numbers[7]; const float x_215 = color.z; color.z = (x_215 + float(x_212)); } const int x_219 = obj.numbers[8]; const float x_222 = color.z; color.z = (x_222 + float(x_219)); const float x_226 = uv.x; const float x_228 = uv.y; if ((abs((x_226 - x_228)) < 0.25f)) { const int x_235 = obj.numbers[9]; const float x_238 = color.x; color.x = (x_238 + float(x_235)); } const float3 x_242 = normalize(color); frag_color = float4(x_242.x, x_242.y, x_242.z, 1.0f); gl_Position = x_GLF_pos; return; } struct main_out { float4 frag_color_1; float4 gl_Position; }; struct tint_symbol_1 { float4 x_GLF_pos_param : TEXCOORD0; }; struct tint_symbol_2 { float4 frag_color_1 : TEXCOORD0; float4 gl_Position : SV_Position; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const float4 x_GLF_pos_param = tint_symbol.x_GLF_pos_param; x_GLF_pos = x_GLF_pos_param; main_1(); const main_out tint_symbol_3 = {frag_color, gl_Position}; const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.frag_color_1, tint_symbol_3.gl_Position}; return tint_symbol_6; }