struct QuicksortObject { int numbers[10]; }; static QuicksortObject obj = (QuicksortObject)0; static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_32 : register(b0, space0) { uint4 x_32[1]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void swap_i1_i1_(inout int i, inout int j) { int temp = 0; const int x_225 = i; const int x_227 = obj.numbers[x_225]; temp = x_227; const int x_228 = i; const int x_229 = j; const int x_231 = obj.numbers[x_229]; obj.numbers[x_228] = x_231; const int x_233 = j; obj.numbers[x_233] = temp; return; } int performPartition_i1_i1_(inout int l, inout int h) { int pivot = 0; int i_1 = 0; int j_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; int param_3 = 0; const int x_237 = h; const int x_239 = obj.numbers[x_237]; pivot = x_239; const int x_240 = l; i_1 = (x_240 - 1); const int x_242 = l; j_1 = x_242; while (true) { const int x_247 = j_1; const int x_248 = h; if ((x_247 <= (x_248 - 1))) { } else { break; } const int x_254 = obj.numbers[j_1]; if ((x_254 <= pivot)) { i_1 = (i_1 + 1); param = i_1; param_1 = j_1; swap_i1_i1_(param, param_1); } { j_1 = (j_1 + 1); } } i_1 = (i_1 + 1); param_2 = i_1; const int x_269 = h; param_3 = x_269; swap_i1_i1_(param_2, param_3); return i_1; } void quicksort_() { int l_1 = 0; int h_1 = 0; int top = 0; int stack[10] = (int[10])0; int p = 0; int param_4 = 0; int param_5 = 0; l_1 = 0; h_1 = 9; top = -1; const int x_274 = (top + 1); top = x_274; stack[x_274] = l_1; const int x_278 = (top + 1); top = x_278; stack[x_278] = h_1; while (true) { if ((top >= 0)) { } else { break; } const int x_288 = top; top = (x_288 - 1); const int x_291 = stack[x_288]; h_1 = x_291; const int x_292 = top; top = (x_292 - 1); const int x_295 = stack[x_292]; l_1 = x_295; param_4 = l_1; param_5 = h_1; const int x_298 = performPartition_i1_i1_(param_4, param_5); p = x_298; if (((p - 1) > l_1)) { const int x_306 = (top + 1); top = x_306; stack[x_306] = l_1; const int x_310 = (top + 1); top = x_310; stack[x_310] = (p - 1); } if (((p + 1) < h_1)) { const int x_321 = (top + 1); top = x_321; stack[x_321] = (p + 1); const int x_326 = (top + 1); top = x_326; stack[x_326] = h_1; } } return; } void main_1() { int i_2 = 0; float2 uv = float2(0.0f, 0.0f); float3 color = float3(0.0f, 0.0f, 0.0f); i_2 = 0; { for(; (i_2 < 10); i_2 = (i_2 + 1)) { obj.numbers[i_2] = (10 - i_2); const int x_92 = i_2; const int x_95 = obj.numbers[i_2]; const int x_98 = obj.numbers[i_2]; obj.numbers[x_92] = (x_95 * x_98); } } quicksort_(); const float4 x_104 = gl_FragCoord; const float2 x_107 = asfloat(x_32[0].xy); uv = (float2(x_104.x, x_104.y) / x_107); color = float3(1.0f, 2.0f, 3.0f); const int x_110 = obj.numbers[0]; const float x_113 = color.x; color.x = (x_113 + float(x_110)); const float x_117 = uv.x; if ((x_117 > 0.25f)) { const int x_122 = obj.numbers[1]; const float x_125 = color.x; color.x = (x_125 + float(x_122)); } const float x_129 = uv.x; if ((x_129 > 0.5f)) { const int x_134 = obj.numbers[2]; const float x_137 = color.y; color.y = (x_137 + float(x_134)); } const float x_141 = uv.x; if ((x_141 > 0.75f)) { const int x_146 = obj.numbers[3]; const float x_149 = color.z; color.z = (x_149 + float(x_146)); } const int x_153 = obj.numbers[4]; const float x_156 = color.y; color.y = (x_156 + float(x_153)); const float x_160 = uv.y; if ((x_160 > 0.25f)) { const int x_165 = obj.numbers[5]; const float x_168 = color.x; color.x = (x_168 + float(x_165)); } const float x_172 = uv.y; if ((x_172 > 0.5f)) { const int x_177 = obj.numbers[6]; const float x_180 = color.y; color.y = (x_180 + float(x_177)); } const float x_184 = uv.y; if ((x_184 > 0.75f)) { const int x_189 = obj.numbers[7]; const float x_192 = color.z; color.z = (x_192 + float(x_189)); } const int x_196 = obj.numbers[8]; const float x_199 = color.z; color.z = (x_199 + float(x_196)); const float x_203 = uv.x; const float x_205 = uv.y; if ((abs((x_203 - x_205)) < 0.25f)) { const int x_212 = obj.numbers[9]; const float x_215 = color.x; color.x = (x_215 + float(x_212)); } const float3 x_219 = normalize(color); x_GLF_color = float4(x_219.x, x_219.y, x_219.z, 1.0f); 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_5 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_5; }