void set_float3(inout float3 vec, int idx, float val) { vec = (idx.xxx == int3(0, 1, 2)) ? val.xxx : vec; } cbuffer cbuffer_x_6 : register(b0, space0) { uint4 x_6[1]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float f = 0.0f; int a = 0; int b = 0; int c = 0; int i = 0; float3 v = float3(0.0f, 0.0f, 0.0f); const float x_42 = asfloat(x_6[0].x); f = x_42; a = 1; b = 0; c = 1; i = 0; { for(; (i < 3); i = (i + 1)) { set_float3(v, i, (f + float(i))); } } const float x_59 = asfloat(x_6[0].x); if ((x_59 == 1.0f)) { while (true) { x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); { if (((c & (a | b)) == 0)) { } else { break; } } } const float x_74 = asfloat(x_6[0].x); if ((x_74 == 1.0f)) { x_GLF_color = float4(1.0f, 1.0f, 1.0f, 1.0f); } } const float x_79 = v.x; const float x_83 = v.y; const float x_87 = v.z; const float3 x_90 = float3(((x_79 == 1.0f) ? 1.0f : 0.0f), ((x_83 == 2.0f) ? 0.0f : 1.0f), ((x_87 == 3.0f) ? 0.0f : 1.0f)); x_GLF_color = float4(x_90.x, x_90.y, x_90.z, x_GLF_color.w); x_GLF_color.w = 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; }