void set_float2(inout float2 vec, int idx, float val) { vec = (idx.xx == int2(0, 1)) ? val.xx : vec; } static float4x2 m = float4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_10 : register(b2, space0) { uint4 x_10[1]; }; cbuffer cbuffer_x_12 : register(b0, space0) { uint4 x_12[1]; }; static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_16 : register(b1, space0) { uint4 x_16[4]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void func0_i1_(inout int x) { int i = 0; bool x_137 = false; bool x_138 = false; bool x_138_phi = false; bool x_139_phi = false; const int x_124 = x; const bool x_125 = (x_124 < 1); x_139_phi = x_125; if (!(x_125)) { const int x_129 = x; const bool x_130 = (x_129 > 1); x_138_phi = x_130; if (x_130) { const float x_134 = asfloat(x_10[0].x); const uint scalar_offset = ((16u * uint(0))) / 4; const float x_136 = asfloat(x_12[scalar_offset / 4][scalar_offset % 4]); x_137 = (x_134 > x_136); x_138_phi = x_137; } x_138 = x_138_phi; x_139_phi = x_138; } if (x_139_phi) { return; } const float x_143 = asfloat(x_10[0].x); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const float x_145 = asfloat(x_12[scalar_offset_1 / 4][scalar_offset_1 % 4]); if ((x_143 == x_145)) { i = 0; while (true) { if ((i < 2)) { } else { break; } { const int x_154 = x; const int x_155 = clamp(x_154, 0, 3); const int x_156 = i; const uint scalar_offset_2 = ((16u * uint(0))) / 4; const float x_158 = asfloat(x_12[scalar_offset_2 / 4][scalar_offset_2 % 4]); const float x_160 = m[x_155][x_156]; set_float2(m[x_155], x_156, (x_160 + x_158)); i = (i + 1); } } } return; } void func1_() { int param = 0; const float x_167 = gl_FragCoord.y; if ((x_167 < 0.0f)) { return; } param = 1; func0_i1_(param); return; } void main_1() { m = float4x2(float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f)); func1_(); func1_(); const float4x2 x_54 = m; const uint scalar_offset_3 = ((16u * uint(0))) / 4; const int x_56 = asint(x_16[scalar_offset_3 / 4][scalar_offset_3 % 4]); const uint scalar_offset_4 = ((16u * uint(0))) / 4; const int x_59 = asint(x_16[scalar_offset_4 / 4][scalar_offset_4 % 4]); const int x_62 = asint(x_16[1].x); const int x_65 = asint(x_16[1].x); const uint scalar_offset_5 = ((16u * uint(0))) / 4; const int x_68 = asint(x_16[scalar_offset_5 / 4][scalar_offset_5 % 4]); const uint scalar_offset_6 = ((16u * uint(0))) / 4; const int x_71 = asint(x_16[scalar_offset_6 / 4][scalar_offset_6 % 4]); const uint scalar_offset_7 = ((16u * uint(0))) / 4; const int x_74 = asint(x_16[scalar_offset_7 / 4][scalar_offset_7 % 4]); const uint scalar_offset_8 = ((16u * uint(0))) / 4; const int x_77 = asint(x_16[scalar_offset_8 / 4][scalar_offset_8 % 4]); const float4x2 x_83 = float4x2(float2(float(x_56), float(x_59)), float2(float(x_62), float(x_65)), float2(float(x_68), float(x_71)), float2(float(x_74), float(x_77))); if ((((all((x_54[0u] == x_83[0u])) & all((x_54[1u] == x_83[1u]))) & all((x_54[2u] == x_83[2u]))) & all((x_54[3u] == x_83[3u])))) { const int x_107 = asint(x_16[3].x); const uint scalar_offset_9 = ((16u * uint(0))) / 4; const int x_110 = asint(x_16[scalar_offset_9 / 4][scalar_offset_9 % 4]); const uint scalar_offset_10 = ((16u * uint(0))) / 4; const int x_113 = asint(x_16[scalar_offset_10 / 4][scalar_offset_10 % 4]); const int x_116 = asint(x_16[3].x); x_GLF_color = float4(float(x_107), float(x_110), float(x_113), float(x_116)); } else { const uint scalar_offset_11 = ((16u * uint(0))) / 4; const int x_120 = asint(x_16[scalar_offset_11 / 4][scalar_offset_11 % 4]); const float x_121 = float(x_120); x_GLF_color = float4(x_121, x_121, x_121, x_121); } 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_7 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_7; }