void set_float2(inout float2 vec, int idx, float val) { vec = (idx.xx == int2(0, 1)) ? val.xx : vec; } cbuffer cbuffer_x_6 : register(b0, space0) { uint4 x_6[2]; }; cbuffer cbuffer_x_8 : register(b1, space0) { uint4 x_8[2]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float2 v1 = float2(0.0f, 0.0f); const uint scalar_offset = ((16u * uint(0))) / 4; const float x_35 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]); v1 = float2(x_35, x_35); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_38 = asint(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]); const float x_40 = v1.y; set_float2(v1, x_38, ldexp(x_40, -256)); if ((mul(float2x2(float2(x_35, 0.0f), float2(0.0f, x_35)), v1).x == x_35)) { const float x_53 = float(x_38); const int x_55 = asint(x_8[1].x); const float x_56 = float(x_55); x_GLF_color = float4(x_53, x_56, x_56, x_53); } else { const int x_59 = asint(x_8[1].x); const float x_60 = float(x_59); x_GLF_color = float4(x_60, x_60, x_60, x_60); } 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_4 = {tint_symbol_1.x_GLF_color_1}; return tint_symbol_4; }