struct Mat4x4_ { float4 mx; float4 my; float4 mz; float4 mw; }; struct Mat4x3_ { float4 mx; float4 my; float4 mz; }; struct Mat4x2_ { float4 mx; float4 my; }; Mat4x4_ tint_symbol_7(uint4 buffer[4], uint offset) { const int scalar_offset = ((offset + 0u)) / 4; const int scalar_offset_1 = ((offset + 16u)) / 4; const int scalar_offset_2 = ((offset + 32u)) / 4; const int scalar_offset_3 = ((offset + 48u)) / 4; const Mat4x4_ tint_symbol_10 = {asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4])}; return tint_symbol_10; } Mat4x2_ tint_symbol_9(uint4 buffer[3], uint offset) { const int scalar_offset_4 = ((offset + 0u)) / 4; const int scalar_offset_5 = ((offset + 16u)) / 4; const Mat4x2_ tint_symbol_11 = {asfloat(buffer[scalar_offset_4 / 4]), asfloat(buffer[scalar_offset_5 / 4])}; return tint_symbol_11; } Mat4x3_ tint_symbol_5(uint4 buffer[96], uint offset) { const int scalar_offset_6 = ((offset + 0u)) / 4; const int scalar_offset_7 = ((offset + 16u)) / 4; const int scalar_offset_8 = ((offset + 32u)) / 4; const Mat4x3_ tint_symbol_12 = {asfloat(buffer[scalar_offset_6 / 4]), asfloat(buffer[scalar_offset_7 / 4]), asfloat(buffer[scalar_offset_8 / 4])}; return tint_symbol_12; } struct VertexOutput { float4 v_Color; float2 v_TexCoord; float4 member; }; cbuffer cbuffer_global : register(b0, space0) { uint4 global[4]; }; cbuffer cbuffer_global1 : register(b1, space0) { uint4 global1[3]; }; cbuffer cbuffer_global2 : register(b2, space0) { uint4 global2[96]; }; static float3 a_Position1 = float3(0.0f, 0.0f, 0.0f); static float2 a_UV1 = float2(0.0f, 0.0f); static float4 a_Color1 = float4(0.0f, 0.0f, 0.0f, 0.0f); static float3 a_Normal1 = float3(0.0f, 0.0f, 0.0f); static float a_PosMtxIdx1 = 0.0f; static float4 v_Color = float4(0.0f, 0.0f, 0.0f, 0.0f); static float2 v_TexCoord = float2(0.0f, 0.0f); static float4 gl_Position = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 Mat4x3GetCol0_(Mat4x3_ m) { Mat4x3_ m1 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; m1 = m; const Mat4x3_ _e2 = m1; const Mat4x3_ _e5 = m1; const Mat4x3_ _e8 = m1; return float3(_e2.mx.x, _e5.my.x, _e8.mz.x); } float3 Mat4x3GetCol1_(Mat4x3_ m2) { Mat4x3_ m3 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; m3 = m2; const Mat4x3_ _e2 = m3; const Mat4x3_ _e5 = m3; const Mat4x3_ _e8 = m3; return float3(_e2.mx.y, _e5.my.y, _e8.mz.y); } float3 Mat4x3GetCol2_(Mat4x3_ m4) { Mat4x3_ m5 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; m5 = m4; const Mat4x3_ _e2 = m5; const Mat4x3_ _e5 = m5; const Mat4x3_ _e8 = m5; return float3(_e2.mx.z, _e5.my.z, _e8.mz.z); } float3 Mat4x3GetCol3_(Mat4x3_ m6) { Mat4x3_ m7 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; m7 = m6; const Mat4x3_ _e2 = m7; const Mat4x3_ _e5 = m7; const Mat4x3_ _e8 = m7; return float3(_e2.mx.w, _e5.my.w, _e8.mz.w); } float4 Mul(Mat4x4_ m8, float4 v) { Mat4x4_ m9 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f); m9 = m8; v1 = v; const Mat4x4_ _e4 = m9; const float4 _e6 = v1; const Mat4x4_ _e8 = m9; const float4 _e10 = v1; const Mat4x4_ _e12 = m9; const float4 _e14 = v1; const Mat4x4_ _e16 = m9; const float4 _e18 = v1; return float4(dot(_e4.mx, _e6), dot(_e8.my, _e10), dot(_e12.mz, _e14), dot(_e16.mw, _e18)); } float3 Mul1(Mat4x3_ m10, float4 v2) { Mat4x3_ m11 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; float4 v3 = float4(0.0f, 0.0f, 0.0f, 0.0f); m11 = m10; v3 = v2; const Mat4x3_ _e4 = m11; const float4 _e6 = v3; const Mat4x3_ _e8 = m11; const float4 _e10 = v3; const Mat4x3_ _e12 = m11; const float4 _e14 = v3; return float3(dot(_e4.mx, _e6), dot(_e8.my, _e10), dot(_e12.mz, _e14)); } float2 Mul2(Mat4x2_ m12, float4 v4) { Mat4x2_ m13 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; float4 v5 = float4(0.0f, 0.0f, 0.0f, 0.0f); m13 = m12; v5 = v4; const Mat4x2_ _e4 = m13; const float4 _e6 = v5; const Mat4x2_ _e8 = m13; const float4 _e10 = v5; return float2(dot(_e4.mx, _e6), dot(_e8.my, _e10)); } float4 Mul3(float3 v6, Mat4x3_ m14) { float3 v7 = float3(0.0f, 0.0f, 0.0f); Mat4x3_ m15 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; v7 = v6; m15 = m14; const Mat4x3_ _e5 = m15; const float3 _e6 = Mat4x3GetCol0_(_e5); const float3 _e7 = v7; const Mat4x3_ _e10 = m15; const float3 _e11 = Mat4x3GetCol1_(_e10); const float3 _e12 = v7; const Mat4x3_ _e15 = m15; const float3 _e16 = Mat4x3GetCol2_(_e15); const float3 _e17 = v7; const Mat4x3_ _e20 = m15; const float3 _e21 = Mat4x3GetCol3_(_e20); const float3 _e22 = v7; return float4(dot(_e6, _e7), dot(_e11, _e12), dot(_e16, _e17), dot(_e21, _e22)); } Mat4x4_ _Mat4x4_(float n) { float n1 = 0.0f; Mat4x4_ o = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; n1 = n; const float _e4 = n1; o.mx = float4(_e4, 0.0f, 0.0f, 0.0f); const float _e11 = n1; o.my = float4(0.0f, _e11, 0.0f, 0.0f); const float _e18 = n1; o.mz = float4(0.0f, 0.0f, _e18, 0.0f); const float _e25 = n1; o.mw = float4(0.0f, 0.0f, 0.0f, _e25); const Mat4x4_ _e27 = o; return _e27; } Mat4x4_ _Mat4x4_1(Mat4x3_ m16) { Mat4x3_ m17 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; Mat4x4_ o1 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; m17 = m16; const Mat4x4_ _e4 = _Mat4x4_(1.0f); o1 = _e4; const Mat4x3_ _e7 = m17; o1.mx = _e7.mx; const Mat4x3_ _e10 = m17; o1.my = _e10.my; const Mat4x3_ _e13 = m17; o1.mz = _e13.mz; const Mat4x4_ _e15 = o1; return _e15; } Mat4x4_ _Mat4x4_2(Mat4x2_ m18) { Mat4x2_ m19 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; Mat4x4_ o2 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; m19 = m18; const Mat4x4_ _e4 = _Mat4x4_(1.0f); o2 = _e4; const Mat4x2_ _e7 = m19; o2.mx = _e7.mx; const Mat4x2_ _e10 = m19; o2.my = _e10.my; const Mat4x4_ _e12 = o2; return _e12; } Mat4x3_ _Mat4x3_(float n2) { float n3 = 0.0f; Mat4x3_ o3 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; n3 = n2; const float _e4 = n3; o3.mx = float4(_e4, 0.0f, 0.0f, 0.0f); const float _e11 = n3; o3.my = float4(0.0f, _e11, 0.0f, 0.0f); const float _e18 = n3; o3.mz = float4(0.0f, 0.0f, _e18, 0.0f); const Mat4x3_ _e21 = o3; return _e21; } Mat4x3_ _Mat4x3_1(Mat4x4_ m20) { Mat4x4_ m21 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; Mat4x3_ o4 = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; m21 = m20; const Mat4x4_ _e4 = m21; o4.mx = _e4.mx; const Mat4x4_ _e7 = m21; o4.my = _e7.my; const Mat4x4_ _e10 = m21; o4.mz = _e10.mz; const Mat4x3_ _e12 = o4; return _e12; } void main1() { Mat4x3_ t_PosMtx = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; float2 t_TexSpaceCoord = float2(0.0f, 0.0f); const float _e15 = a_PosMtxIdx1; const Mat4x3_ _e18 = tint_symbol_5(global2, (48u * uint(int(_e15)))); t_PosMtx = _e18; const Mat4x3_ _e23 = t_PosMtx; const Mat4x4_ _e24 = _Mat4x4_1(_e23); const float3 _e25 = a_Position1; const Mat4x3_ _e29 = t_PosMtx; const Mat4x4_ _e30 = _Mat4x4_1(_e29); const float3 _e31 = a_Position1; const float4 _e34 = Mul(_e30, float4(_e31, 1.0f)); const Mat4x4_ _e35 = tint_symbol_7(global, 0u); const Mat4x3_ _e37 = t_PosMtx; const Mat4x4_ _e38 = _Mat4x4_1(_e37); const float3 _e39 = a_Position1; const Mat4x3_ _e43 = t_PosMtx; const Mat4x4_ _e44 = _Mat4x4_1(_e43); const float3 _e45 = a_Position1; const float4 _e48 = Mul(_e44, float4(_e45, 1.0f)); const float4 _e49 = Mul(_e35, _e48); gl_Position = _e49; const float4 _e50 = a_Color1; v_Color = _e50; const int scalar_offset_9 = (32u) / 4; const float4 _e52 = asfloat(global1[scalar_offset_9 / 4]); if ((_e52.x == 2.0f)) { { const float3 _e59 = a_Normal1; const Mat4x2_ _e64 = tint_symbol_9(global1, (32u * uint(0))); const float3 _e65 = a_Normal1; const float2 _e68 = Mul2(_e64, float4(_e65, 1.0f)); v_TexCoord = _e68.xy; return; } } else { { const float2 _e73 = a_UV1; const Mat4x2_ _e79 = tint_symbol_9(global1, (32u * uint(0))); const float2 _e80 = a_UV1; const float2 _e84 = Mul2(_e79, float4(_e80, 1.0f, 1.0f)); v_TexCoord = _e84.xy; return; } } } struct tint_symbol_1 { float3 a_Position : TEXCOORD0; float2 a_UV : TEXCOORD1; float4 a_Color : TEXCOORD2; float3 a_Normal : TEXCOORD3; float a_PosMtxIdx : TEXCOORD4; }; struct tint_symbol_2 { float4 v_Color : TEXCOORD0; float2 v_TexCoord : TEXCOORD1; float4 member : SV_Position; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const float3 a_Position = tint_symbol.a_Position; const float2 a_UV = tint_symbol.a_UV; const float4 a_Color = tint_symbol.a_Color; const float3 a_Normal = tint_symbol.a_Normal; const float a_PosMtxIdx = tint_symbol.a_PosMtxIdx; a_Position1 = a_Position; a_UV1 = a_UV; a_Color1 = a_Color; a_Normal1 = a_Normal; a_PosMtxIdx1 = a_PosMtxIdx; main1(); const float4 _e11 = v_Color; const float2 _e13 = v_TexCoord; const float4 _e15 = gl_Position; const VertexOutput tint_symbol_3 = {_e11, _e13, _e15}; const tint_symbol_2 tint_symbol_13 = {tint_symbol_3.v_Color, tint_symbol_3.v_TexCoord, tint_symbol_3.member}; return tint_symbol_13; }