void set_float4(inout float4 vec, int idx, float val) { vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; } cbuffer cbuffer_x_8 : register(b0, space0) { uint4 x_8[4]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { int x = 0; float4 matrix_u = float4(0.0f, 0.0f, 0.0f, 0.0f); int b = 0; float4 matrix_b = float4(0.0f, 0.0f, 0.0f, 0.0f); float4 x_42 = float4(0.0f, 0.0f, 0.0f, 0.0f); x = 4; { for(; (x >= 1); x = (x - 1)) { set_float4(matrix_u, x, 1.0f); } } b = 4; while (true) { const uint scalar_offset = ((16u * uint(0))) / 4; const float x_55 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]); if ((x_55 < -1.0f)) { } else { break; } const int x_14 = b; if ((b > 1)) { x_42 = min(matrix_b, matrix_b); } else { x_42 = matrix_u; } const float x_67 = x_42.y; set_float4(matrix_b, x_14, x_67); { b = (b - 1); } } x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f); return; } struct main_out { float4 x_GLF_color_1; }; struct tint_symbol { float4 x_GLF_color_1 : SV_Target0; }; tint_symbol main() { main_1(); const main_out tint_symbol_1 = {x_GLF_color}; const tint_symbol tint_symbol_3 = {tint_symbol_1.x_GLF_color_1}; return tint_symbol_3; }