void set_float3(inout float3 vec, int idx, float val) { vec = (idx.xxx == int3(0, 1, 2)) ? val.xxx : vec; } cbuffer cbuffer_x_7 : register(b1, space0) { uint4 x_7[2]; }; cbuffer cbuffer_x_10 : register(b0, space0) { uint4 x_10[4]; }; static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float2x3 m23 = float2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); int i = 0; const float x_46 = asfloat(x_7[1].x); m23 = float2x3(float3(x_46, 0.0f, 0.0f), float3(0.0f, x_46, 0.0f)); i = 1; while (true) { bool x_80 = false; bool x_81_phi = false; const int x_54 = i; const int x_56 = asint(x_10[3].x); if ((x_54 < x_56)) { } else { break; } const uint scalar_offset = ((16u * uint(0))) / 4; const int x_60 = asint(x_10[scalar_offset / 4][scalar_offset % 4]); const int x_62 = asint(x_10[2].x); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const float x_64 = asfloat(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]); const float x_66 = m23[x_60][x_62]; set_float3(m23[x_60], x_62, (x_66 + x_64)); const float x_70 = gl_FragCoord.y; const uint scalar_offset_2 = ((16u * uint(0))) / 4; const float x_72 = asfloat(x_7[scalar_offset_2 / 4][scalar_offset_2 % 4]); if ((x_70 < x_72)) { } x_81_phi = true; if (true) { const float x_79 = gl_FragCoord.x; x_80 = (x_79 < 0.0f); x_81_phi = x_80; } if (!(x_81_phi)) { break; } { i = (i + 1); } } const float2x3 x_87 = m23; const int x_89 = asint(x_10[1].x); const int x_92 = asint(x_10[1].x); const int x_95 = asint(x_10[1].x); const int x_98 = asint(x_10[1].x); const int x_101 = asint(x_10[1].x); const uint scalar_offset_3 = ((16u * uint(0))) / 4; const int x_104 = asint(x_10[scalar_offset_3 / 4][scalar_offset_3 % 4]); const float2x3 x_108 = float2x3(float3(float(x_89), float(x_92), float(x_95)), float3(float(x_98), float(x_101), float(x_104))); bool tint_tmp = all((x_87[0u] == x_108[0u])); if (tint_tmp) { tint_tmp = all((x_87[1u] == x_108[1u])); } if ((tint_tmp)) { const uint scalar_offset_4 = ((16u * uint(0))) / 4; const int x_122 = asint(x_10[scalar_offset_4 / 4][scalar_offset_4 % 4]); const int x_125 = asint(x_10[1].x); const int x_128 = asint(x_10[1].x); const uint scalar_offset_5 = ((16u * uint(0))) / 4; const int x_131 = asint(x_10[scalar_offset_5 / 4][scalar_offset_5 % 4]); x_GLF_color = float4(float(x_122), float(x_125), float(x_128), float(x_131)); } else { const int x_135 = asint(x_10[1].x); const float x_136 = float(x_135); x_GLF_color = float4(x_136, x_136, x_136, x_136); } 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_6 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_6; }