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 uint scalar_offset = ((offset + 0u)) / 4; const uint scalar_offset_1 = ((offset + 16u)) / 4; const uint scalar_offset_2 = ((offset + 32u)) / 4; const uint 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 uint scalar_offset_4 = ((offset + 0u)) / 4; const uint 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 uint scalar_offset_6 = ((offset + 0u)) / 4; const uint scalar_offset_7 = ((offset + 16u)) / 4; const uint 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 = (Mat4x3_)0; m1 = m; return float3(m1.mx.x, m1.my.x, m1.mz.x); } float3 Mat4x3GetCol1_(Mat4x3_ m2) { Mat4x3_ m3 = (Mat4x3_)0; m3 = m2; return float3(m3.mx.y, m3.my.y, m3.mz.y); } float3 Mat4x3GetCol2_(Mat4x3_ m4) { Mat4x3_ m5 = (Mat4x3_)0; m5 = m4; return float3(m5.mx.z, m5.my.z, m5.mz.z); } float3 Mat4x3GetCol3_(Mat4x3_ m6) { Mat4x3_ m7 = (Mat4x3_)0; m7 = m6; return float3(m7.mx.w, m7.my.w, m7.mz.w); } float4 Mul(Mat4x4_ m8, float4 v) { Mat4x4_ m9 = (Mat4x4_)0; float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f); m9 = m8; v1 = v; return float4(dot(m9.mx, v1), dot(m9.my, v1), dot(m9.mz, v1), dot(m9.mw, v1)); } float3 Mul1(Mat4x3_ m10, float4 v2) { Mat4x3_ m11 = (Mat4x3_)0; float4 v3 = float4(0.0f, 0.0f, 0.0f, 0.0f); m11 = m10; v3 = v2; return float3(dot(m11.mx, v3), dot(m11.my, v3), dot(m11.mz, v3)); } float2 Mul2(Mat4x2_ m12, float4 v4) { Mat4x2_ m13 = (Mat4x2_)0; float4 v5 = float4(0.0f, 0.0f, 0.0f, 0.0f); m13 = m12; v5 = v4; return float2(dot(m13.mx, v5), dot(m13.my, v5)); } float4 Mul3(float3 v6, Mat4x3_ m14) { float3 v7 = float3(0.0f, 0.0f, 0.0f); Mat4x3_ m15 = (Mat4x3_)0; v7 = v6; m15 = m14; const float3 _e6 = Mat4x3GetCol0_(m15); const float3 _e7 = v7; const float3 _e11 = Mat4x3GetCol1_(m15); const float3 _e12 = v7; const float3 _e16 = Mat4x3GetCol2_(m15); const float3 _e17 = v7; const float3 _e21 = Mat4x3GetCol3_(m15); return float4(dot(_e6, _e7), dot(_e11, _e12), dot(_e16, _e17), dot(_e21, v7)); } Mat4x4_ _Mat4x4_(float n) { float n1 = 0.0f; Mat4x4_ o = (Mat4x4_)0; n1 = n; o.mx = float4(n1, 0.0f, 0.0f, 0.0f); o.my = float4(0.0f, n1, 0.0f, 0.0f); o.mz = float4(0.0f, 0.0f, n1, 0.0f); o.mw = float4(0.0f, 0.0f, 0.0f, n1); return o; } Mat4x4_ _Mat4x4_1(Mat4x3_ m16) { Mat4x3_ m17 = (Mat4x3_)0; Mat4x4_ o1 = (Mat4x4_)0; m17 = m16; const Mat4x4_ _e4 = _Mat4x4_(1.0f); o1 = _e4; o1.mx = m17.mx; o1.my = m17.my; o1.mz = m17.mz; return o1; } Mat4x4_ _Mat4x4_2(Mat4x2_ m18) { Mat4x2_ m19 = (Mat4x2_)0; Mat4x4_ o2 = (Mat4x4_)0; m19 = m18; const Mat4x4_ _e4 = _Mat4x4_(1.0f); o2 = _e4; o2.mx = m19.mx; o2.my = m19.my; return o2; } Mat4x3_ _Mat4x3_(float n2) { float n3 = 0.0f; Mat4x3_ o3 = (Mat4x3_)0; n3 = n2; o3.mx = float4(n3, 0.0f, 0.0f, 0.0f); o3.my = float4(0.0f, n3, 0.0f, 0.0f); o3.mz = float4(0.0f, 0.0f, n3, 0.0f); return o3; } Mat4x3_ _Mat4x3_1(Mat4x4_ m20) { Mat4x4_ m21 = (Mat4x4_)0; Mat4x3_ o4 = (Mat4x3_)0; m21 = m20; o4.mx = m21.mx; o4.my = m21.my; o4.mz = m21.mz; return o4; } void main1() { Mat4x3_ t_PosMtx = (Mat4x3_)0; float2 t_TexSpaceCoord = float2(0.0f, 0.0f); const Mat4x3_ _e18 = tint_symbol_5(global2, (48u * uint(int(a_PosMtxIdx1)))); t_PosMtx = _e18; const Mat4x4_ _e24 = _Mat4x4_1(t_PosMtx); const float3 _e25 = a_Position1; const Mat4x4_ _e30 = _Mat4x4_1(t_PosMtx); const float4 _e34 = Mul(_e30, float4(a_Position1, 1.0f)); const Mat4x4_ _e35 = tint_symbol_7(global, 0u); const Mat4x4_ _e38 = _Mat4x4_1(t_PosMtx); const float3 _e39 = a_Position1; const Mat4x4_ _e44 = _Mat4x4_1(t_PosMtx); const float4 _e48 = Mul(_e44, float4(a_Position1, 1.0f)); const float4 _e49 = Mul(_e35, _e48); gl_Position = _e49; v_Color = a_Color1; const uint 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 float2 _e68 = Mul2(_e64, float4(a_Normal1, 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 _e84 = Mul2(_e79, float4(a_UV1, 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 VertexOutput tint_symbol_3 = {v_Color, v_TexCoord, gl_Position}; 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; }