cbuffer cbuffer_x_20 : register(b9, space2) { uint4 x_20[8]; }; Texture2D frameMapTexture : register(t3, space2); SamplerState frameMapSampler : register(s2, space2); static float2 tUV = float2(0.0f, 0.0f); Texture2D tileMapsTexture0 : register(t5, space2); SamplerState tileMapsSampler : register(s4, space2); Texture2D tileMapsTexture1 : register(t6, space2); Texture2D animationMapTexture : register(t8, space2); SamplerState animationMapSampler : register(s7, space2); static float mt = 0.0f; Texture2D spriteSheetTexture : register(t1, space2); SamplerState spriteSheetSampler : register(s0, space2); static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f); static float2 tileID_1 = float2(0.0f, 0.0f); static float2 levelUnits = float2(0.0f, 0.0f); static float2 stageUnits_1 = float2(0.0f, 0.0f); static float3 vPosition = float3(0.0f, 0.0f, 0.0f); static float2 vUV = float2(0.0f, 0.0f); float4x4 getFrameData_f1_(inout float frameID) { float fX = 0.0f; const float x_15 = frameID; const float x_25 = asfloat(x_20[6].w); fX = (x_15 / x_25); const float4 x_40 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.0f), 0.0f); const float4 x_47 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.25f), 0.0f); const float4 x_54 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.5f), 0.0f); return float4x4(float4(x_40.x, x_40.y, x_40.z, x_40.w), float4(x_47.x, x_47.y, x_47.z, x_47.w), float4(x_54.x, x_54.y, x_54.z, x_54.w), float4(float4(0.0f, 0.0f, 0.0f, 0.0f).x, float4(0.0f, 0.0f, 0.0f, 0.0f).y, float4(0.0f, 0.0f, 0.0f, 0.0f).z, float4(0.0f, 0.0f, 0.0f, 0.0f).w)); } void main_1() { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); float2 tileUV = float2(0.0f, 0.0f); float2 tileID = float2(0.0f, 0.0f); float2 sheetUnits = float2(0.0f, 0.0f); float spriteUnits = 0.0f; float2 stageUnits = float2(0.0f, 0.0f); int i = 0; float frameID_1 = 0.0f; float4 animationData = float4(0.0f, 0.0f, 0.0f, 0.0f); float f = 0.0f; float4x4 frameData = float4x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float param = 0.0f; float2 frameSize = float2(0.0f, 0.0f); float2 offset_1 = float2(0.0f, 0.0f); float2 ratio = float2(0.0f, 0.0f); float4 nc = float4(0.0f, 0.0f, 0.0f, 0.0f); float alpha = 0.0f; float3 mixed = float3(0.0f, 0.0f, 0.0f); color = float4(0.0f, 0.0f, 0.0f, 0.0f); tileUV = frac(tUV); const float x_91 = tileUV.y; tileUV.y = (1.0f - x_91); tileID = floor(tUV); const float2 x_101 = asfloat(x_20[6].xy); sheetUnits = (float2(1.0f, 1.0f) / x_101); const float x_106 = asfloat(x_20[6].w); spriteUnits = (1.0f / x_106); const float2 x_111 = asfloat(x_20[5].zw); stageUnits = (float2(1.0f, 1.0f) / x_111); i = 0; { for(; (i < 2); i = (i + 1)) { switch(i) { case 1: { const float2 x_150 = tileID; const float2 x_154 = asfloat(x_20[5].zw); const float4 x_156 = tileMapsTexture1.SampleBias(tileMapsSampler, ((x_150 + float2(0.5f, 0.5f)) / x_154), 0.0f); frameID_1 = x_156.x; break; } case 0: { const float2 x_136 = tileID; const float2 x_140 = asfloat(x_20[5].zw); const float4 x_142 = tileMapsTexture0.SampleBias(tileMapsSampler, ((x_136 + float2(0.5f, 0.5f)) / x_140), 0.0f); frameID_1 = x_142.x; break; } default: { break; } } const float x_166 = frameID_1; const float x_169 = asfloat(x_20[6].w); const float4 x_172 = animationMapTexture.SampleBias(animationMapSampler, float2(((x_166 + 0.5f) / x_169), 0.0f), 0.0f); animationData = x_172; const float x_174 = animationData.y; if ((x_174 > 0.0f)) { const float x_181 = asfloat(x_20[0].x); const float x_184 = animationData.z; mt = ((x_181 * x_184) % 1.0f); f = 0.0f; { for(; (f < 8.0f); f = (f + 1.0f)) { const float x_197 = animationData.y; if ((x_197 > mt)) { const float x_203 = animationData.x; frameID_1 = x_203; break; } const float x_208 = frameID_1; const float x_211 = asfloat(x_20[6].w); const float4 x_217 = animationMapTexture.SampleBias(animationMapSampler, float2(((x_208 + 0.5f) / x_211), (0.125f * f)), 0.0f); animationData = x_217; } } } param = (frameID_1 + 0.5f); const float4x4 x_225 = getFrameData_f1_(param); frameData = x_225; const float4 x_228 = frameData[0]; const float2 x_231 = asfloat(x_20[6].xy); frameSize = (float2(x_228.w, x_228.z) / x_231); const float4 x_235 = frameData[0]; offset_1 = (float2(x_235.x, x_235.y) * sheetUnits); const float4 x_241 = frameData[2]; const float4 x_244 = frameData[0]; ratio = (float2(x_241.x, x_241.y) / float2(x_244.w, x_244.z)); const float x_248 = frameData[2].z; if ((x_248 == 1.0f)) { const float2 x_252 = tileUV; tileUV = float2(x_252.y, x_252.x); } if ((i == 0)) { const float4 x_268 = spriteSheetTexture.Sample(spriteSheetSampler, ((tileUV * frameSize) + offset_1)); color = x_268; } else { const float4 x_279 = spriteSheetTexture.Sample(spriteSheetSampler, ((tileUV * frameSize) + offset_1)); nc = x_279; const float x_283 = color.w; const float x_285 = nc.w; alpha = min((x_283 + x_285), 1.0f); const float4 x_290 = color; const float4 x_292 = nc; const float x_295 = nc.w; mixed = lerp(float3(x_290.x, x_290.y, x_290.z), float3(x_292.x, x_292.y, x_292.z), float3(x_295, x_295, x_295)); const float3 x_298 = mixed; color = float4(x_298.x, x_298.y, x_298.z, alpha); } } } const float3 x_310 = asfloat(x_20[7].xyz); const float4 x_311 = color; const float3 x_313 = (float3(x_311.x, x_311.y, x_311.z) * x_310); color = float4(x_313.x, x_313.y, x_313.z, color.w); glFragColor = color; return; } struct main_out { float4 glFragColor_1; }; struct tint_symbol_1 { float3 vPosition_param : TEXCOORD0; float2 vUV_param : TEXCOORD1; float2 tUV_param : TEXCOORD2; float2 stageUnits_1_param : TEXCOORD3; float2 levelUnits_param : TEXCOORD4; float2 tileID_1_param : TEXCOORD5; }; struct tint_symbol_2 { float4 glFragColor_1 : SV_Target0; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const float2 tUV_param = tint_symbol.tUV_param; const float2 tileID_1_param = tint_symbol.tileID_1_param; const float2 levelUnits_param = tint_symbol.levelUnits_param; const float2 stageUnits_1_param = tint_symbol.stageUnits_1_param; const float3 vPosition_param = tint_symbol.vPosition_param; const float2 vUV_param = tint_symbol.vUV_param; tUV = tUV_param; tileID_1 = tileID_1_param; levelUnits = levelUnits_param; stageUnits_1 = stageUnits_1_param; vPosition = vPosition_param; vUV = vUV_param; main_1(); const main_out tint_symbol_3 = {glFragColor}; const tint_symbol_2 tint_symbol_7 = {tint_symbol_3.glFragColor_1}; return tint_symbol_7; }