void set_float2(inout float2 vec, int idx, float val) { vec = (idx.xx == int2(0, 1)) ? val.xx : vec; } cbuffer cbuffer_x_5 : register(b0, space0) { uint4 x_5[4]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float2x2 m = float2x2(0.0f, 0.0f, 0.0f, 0.0f); float f = 0.0f; int i = 0; int j = 0; const int x_36 = asint(x_5[1].x); if ((x_36 == 1)) { const float x_40 = f; m = float2x2(float2(x_40, 0.0f), float2(0.0f, x_40)); } const int x_45 = asint(x_5[1].x); i = x_45; while (true) { const int x_50 = i; const uint scalar_offset = ((16u * uint(0))) / 4; const int x_52 = asint(x_5[scalar_offset / 4][scalar_offset % 4]); if ((x_50 < x_52)) { } else { break; } const int x_56 = asint(x_5[1].x); j = x_56; while (true) { const int x_61 = j; const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_63 = asint(x_5[scalar_offset_1 / 4][scalar_offset_1 % 4]); if ((x_61 < x_63)) { } else { break; } const int x_66 = i; const int x_67 = j; const int x_68 = i; const uint scalar_offset_2 = ((16u * uint(0))) / 4; const int x_70 = asint(x_5[scalar_offset_2 / 4][scalar_offset_2 % 4]); set_float2(m[x_66], x_67, float(((x_68 * x_70) + j))); { j = (j + 1); } } { i = (i + 1); } } const float2x2 x_80 = m; const int x_82 = asint(x_5[1].x); const int x_85 = asint(x_5[2].x); const uint scalar_offset_3 = ((16u * uint(0))) / 4; const int x_88 = asint(x_5[scalar_offset_3 / 4][scalar_offset_3 % 4]); const int x_91 = asint(x_5[3].x); const float2x2 x_95 = float2x2(float2(float(x_82), float(x_85)), float2(float(x_88), float(x_91))); bool tint_tmp = all((x_80[0u] == x_95[0u])); if (tint_tmp) { tint_tmp = all((x_80[1u] == x_95[1u])); } if ((tint_tmp)) { const int x_109 = asint(x_5[2].x); const int x_112 = asint(x_5[1].x); const int x_115 = asint(x_5[1].x); const int x_118 = asint(x_5[2].x); x_GLF_color = float4(float(x_109), float(x_112), float(x_115), float(x_118)); } else { const int x_122 = asint(x_5[1].x); const float x_123 = float(x_122); x_GLF_color = float4(x_123, x_123, x_123, x_123); } 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_3 = {tint_symbol_1.x_GLF_color_1}; return tint_symbol_3; }