static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_6 : register(b0, space0) { uint4 x_6[2]; }; static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_8 : register(b1, space0) { uint4 x_8[2]; }; void main_1() { const float x_31 = asfloat(x_6[1].x); x_GLF_color = float4(x_31, x_31, x_31, x_31); const float x_34 = gl_FragCoord.y; const uint scalar_offset = ((16u * uint(0))) / 4; const float x_36 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]); if ((x_34 >= x_36)) { const int x_41 = asint(x_8[1].x); switch(x_41) { case 0: case 16: { const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_45 = asint(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]); const float x_46 = float(x_45); const float x_47 = float(x_41); x_GLF_color = float4(x_46, x_47, x_47, x_46); break; } default: { break; } } } const int x_50 = asint(x_8[1].x); const uint scalar_offset_2 = ((16u * uint(0))) / 4; const int x_52 = asint(x_8[scalar_offset_2 / 4][scalar_offset_2 % 4]); if ((x_50 == x_52)) { x_GLF_color = float4(x_36, x_36, x_36, x_36); } 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_6 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_6; }