static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_7 : register(b0, space0) { uint4 x_7[2]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { int a = 0; int i = 0; const float x_32 = gl_FragCoord.x; const int x_35 = asint(x_7[1].x); a = ((int(x_32) < x_35) ? 0 : -1); i = 0; { for(; (i < 5); i = (i + 1)) { a = (a / 2); } } if ((a == 0)) { const uint scalar_offset = ((16u * uint(0))) / 4; const int x_55 = asint(x_7[scalar_offset / 4][scalar_offset % 4]); const int x_58 = asint(x_7[1].x); const int x_61 = asint(x_7[1].x); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_64 = asint(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]); x_GLF_color = float4(float(x_55), float(x_58), float(x_61), float(x_64)); } else { const int x_68 = asint(x_7[1].x); const float x_69 = float(x_68); x_GLF_color = float4(x_69, x_69, x_69, x_69); } 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; }; main_out main_inner(float4 gl_FragCoord_param) { gl_FragCoord = gl_FragCoord_param; main_1(); const main_out tint_symbol_4 = {x_GLF_color}; return tint_symbol_4; } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }