cbuffer cbuffer_uniforms : register(b0, space0) { uint4 uniforms[1]; }; struct VertexOutputs { float2 texcoords; float4 position; }; struct tint_symbol_1 { uint VertexIndex : SV_VertexID; }; struct tint_symbol_2 { float2 texcoords : TEXCOORD0; float4 position : SV_Position; }; VertexOutputs vs_main_inner(uint VertexIndex) { float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}; VertexOutputs output = (VertexOutputs)0; output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f); bool flipY = (asfloat(uniforms[0].y) < 0.0f); if (flipY) { output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)); } else { output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)); } return output; } tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) { const VertexOutputs inner_result = vs_main_inner(tint_symbol.VertexIndex); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.texcoords = inner_result.texcoords; wrapper_result.position = inner_result.position; return wrapper_result; } SamplerState mySampler : register(s1, space0); Texture2D myTexture : register(t2, space0); struct tint_symbol_4 { float2 texcoord : TEXCOORD0; }; struct tint_symbol_5 { float4 value : SV_Target0; }; float4 fs_main_inner(float2 texcoord) { float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); if (!(all((clampedTexcoord == texcoord)))) { discard; } float4 srcColor = myTexture.Sample(mySampler, texcoord); return srcColor; } tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) { const float4 inner_result_1 = fs_main_inner(tint_symbol_3.texcoord); tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0; wrapper_result_1.value = inner_result_1; return wrapper_result_1; }