uint4 tint_first_leading_bit(uint4 v) { uint4 x = v; const uint4 b16 = (bool4((x & uint4((4294901760u).xxxx))) ? uint4((16u).xxxx) : uint4((0u).xxxx)); x = (x >> b16); const uint4 b8 = (bool4((x & uint4((65280u).xxxx))) ? uint4((8u).xxxx) : uint4((0u).xxxx)); x = (x >> b8); const uint4 b4 = (bool4((x & uint4((240u).xxxx))) ? uint4((4u).xxxx) : uint4((0u).xxxx)); x = (x >> b4); const uint4 b2 = (bool4((x & uint4((12u).xxxx))) ? uint4((2u).xxxx) : uint4((0u).xxxx)); x = (x >> b2); const uint4 b1 = (bool4((x & uint4((2u).xxxx))) ? uint4((1u).xxxx) : uint4((0u).xxxx)); const uint4 is_zero = ((x == uint4((0u).xxxx)) ? uint4((4294967295u).xxxx) : uint4((0u).xxxx)); return uint4((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstLeadingBit_000ff3() { uint4 res = tint_first_leading_bit(uint4(0u, 0u, 0u, 0u)); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { firstLeadingBit_000ff3(); return float4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol wrapper_result = (tint_symbol)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { firstLeadingBit_000ff3(); return; } [numthreads(1, 1, 1)] void compute_main() { firstLeadingBit_000ff3(); return; }