static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_7 : register(b1, space0) { uint4 x_7[2]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_9 : register(b0, space0) { uint4 x_9[2]; }; void main_1() { float f = 0.0f; const float x_35 = gl_FragCoord.y; const float x_37 = asfloat(x_7[1].x); f = frac(trunc(((x_35 < x_37) ? 0.100000001f : 1.0f))); const float x_42 = f; const uint scalar_offset = ((16u * uint(0))) / 4; const float x_44 = asfloat(x_7[scalar_offset / 4][scalar_offset % 4]); if ((x_42 == x_44)) { const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_50 = asint(x_9[scalar_offset_1 / 4][scalar_offset_1 % 4]); const int x_53 = asint(x_9[1].x); const int x_56 = asint(x_9[1].x); const uint scalar_offset_2 = ((16u * uint(0))) / 4; const int x_59 = asint(x_9[scalar_offset_2 / 4][scalar_offset_2 % 4]); x_GLF_color = float4(float(x_50), float(x_53), float(x_56), float(x_59)); } else { const int x_63 = asint(x_9[1].x); const float x_64 = float(x_63); x_GLF_color = float4(x_64, x_64, x_64, x_64); } 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; }