cbuffer cbuffer_x_6 : register(b0, space0) { uint4 x_6[2]; }; cbuffer cbuffer_x_9 : register(b1, space0) { uint4 x_9[1]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float2 v0 = float2(0.0f, 0.0f); float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f); float4 x_57 = float4(0.0f, 0.0f, 0.0f, 0.0f); const uint scalar_offset = ((16u * uint(0))) / 4; const float x_32 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]); v0 = float2(x_32, x_32); const float x_35 = v0.x; const float4 x_36 = float4(x_35, x_35, x_35, x_35); v1 = x_36; const float x_38 = asfloat(x_9[0].x); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const float x_40 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]); if (!((x_38 == x_40))) { const float x_46 = asfloat(x_9[0].x); const float x_48 = asfloat(x_6[1].x); if ((x_46 == x_48)) { return; } const uint scalar_offset_2 = ((16u * uint(0))) / 4; const float x_53 = asfloat(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]); const float2 x_56 = (float2(x_36.y, x_36.z) - float2(x_53, x_53)); x_57 = float4(x_36.x, x_56.x, x_56.y, x_36.w); v1 = x_57; } else { discard; } x_GLF_color = x_57; return; } struct main_out { float4 x_GLF_color_1; }; struct tint_symbol { float4 x_GLF_color_1 : SV_Target0; }; tint_symbol main() { main_1(); const main_out tint_symbol_1 = {x_GLF_color}; const tint_symbol tint_symbol_4 = {tint_symbol_1.x_GLF_color_1}; return tint_symbol_4; }