cbuffer cbuffer_uniforms : register(b0) { uint4 uniforms[4]; }; struct VertexInput { float4 cur_position; float4 color; }; struct VertexOutput { float4 vtxFragColor; float4 Position; }; struct tint_symbol_1 { float4 cur_position : TEXCOORD0; float4 color : TEXCOORD1; }; struct tint_symbol_2 { float4 vtxFragColor : TEXCOORD0; float4 Position : SV_Position; }; float4x4 uniforms_load(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; return float4x4(asfloat(uniforms[scalar_offset / 4]), asfloat(uniforms[scalar_offset_1 / 4]), asfloat(uniforms[scalar_offset_2 / 4]), asfloat(uniforms[scalar_offset_3 / 4])); } VertexOutput vtx_main_inner(VertexInput input) { VertexOutput output = (VertexOutput)0; output.Position = mul(input.cur_position, uniforms_load(0u)); output.vtxFragColor = input.color; return output; } tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) { const VertexInput tint_symbol_6 = {tint_symbol.cur_position, tint_symbol.color}; const VertexOutput inner_result = vtx_main_inner(tint_symbol_6); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.vtxFragColor = inner_result.vtxFragColor; wrapper_result.Position = inner_result.Position; return wrapper_result; } struct tint_symbol_4 { float4 fragColor : TEXCOORD0; }; struct tint_symbol_5 { float4 value : SV_Target0; }; float4 frag_main_inner(float4 fragColor) { return fragColor; } tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) { const float4 inner_result_1 = frag_main_inner(tint_symbol_3.fragColor); tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0; wrapper_result_1.value = inner_result_1; return wrapper_result_1; }