static uint3 gl_GlobalInvocationID = uint3(0u, 0u, 0u); RWByteAddressBuffer resultMatrix : register(u2); ByteAddressBuffer firstMatrix : register(t0); ByteAddressBuffer secondMatrix : register(t1); cbuffer cbuffer_x_46 : register(b3) { uint4 x_46[1]; }; float binaryOperation_f1_f1_(inout float a, inout float b) { float x_26 = 0.0f; const float x_13 = b; if ((x_13 == 0.0f)) { return 1.0f; } const float x_21 = b; if (!((round((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) { const float x_29 = a; const float x_31 = b; x_26 = pow(abs(x_29), x_31); } else { const float x_34 = a; const float x_36 = a; const float x_38 = b; x_26 = (float(sign(x_34)) * pow(abs(x_36), x_38)); } const float x_41 = x_26; return x_41; } void main_1() { int index = 0; int a_1 = 0; float param = 0.0f; float param_1 = 0.0f; const uint x_54 = gl_GlobalInvocationID.x; index = asint(x_54); a_1 = -10; const int x_63 = index; param = -4.0f; param_1 = -3.0f; const float x_68 = binaryOperation_f1_f1_(param, param_1); resultMatrix.Store((4u * uint(x_63)), asuint(x_68)); return; } struct tint_symbol_1 { uint3 gl_GlobalInvocationID_param : SV_DispatchThreadID; }; void main_inner(uint3 gl_GlobalInvocationID_param) { gl_GlobalInvocationID = gl_GlobalInvocationID_param; main_1(); } [numthreads(1, 1, 1)] void main(tint_symbol_1 tint_symbol) { main_inner(tint_symbol.gl_GlobalInvocationID_param); return; }