RWByteAddressBuffer x_16 : register(u0, space0); ByteAddressBuffer x_20 : register(t1, space0); static uint3 gl_GlobalInvocationID = uint3(0u, 0u, 0u); cbuffer cbuffer_x_24 : register(b2, space0) { uint4 x_24[2]; }; float getAAtOutCoords_() { const uint x_42 = gl_GlobalInvocationID.x; const float x_44 = asfloat(x_20.Load((4u * x_42))); return x_44; } float unaryOperation_f1_(inout float a) { const float x_47 = a; if ((x_47 < 0.0f)) { return asfloat(0x7f800000u); } const float x_55 = a; return log(x_55); } void setOutput_i1_f1_(inout int flatIndex, inout float value) { const int x_27 = flatIndex; const float x_28 = value; x_16.Store((4u * uint(x_27)), asuint(x_28)); return; } void main_1() { int index = 0; float a_1 = 0.0f; float param = 0.0f; int param_1 = 0; float param_2 = 0.0f; const uint x_61 = gl_GlobalInvocationID.x; index = asint(x_61); const int x_63 = index; const uint scalar_offset = (16u) / 4; const int x_70 = asint(x_24[scalar_offset / 4][scalar_offset % 4]); if ((x_63 < x_70)) { const float x_75 = getAAtOutCoords_(); a_1 = x_75; param = a_1; const float x_78 = unaryOperation_f1_(param); param_1 = index; param_2 = x_78; setOutput_i1_f1_(param_1, param_2); } return; } struct tint_symbol_1 { uint3 gl_GlobalInvocationID_param : SV_DispatchThreadID; }; [numthreads(128, 1, 1)] void main(tint_symbol_1 tint_symbol) { const uint3 gl_GlobalInvocationID_param = tint_symbol.gl_GlobalInvocationID_param; gl_GlobalInvocationID = gl_GlobalInvocationID_param; main_1(); return; }