cbuffer cbuffer_x_6 : register(b0, space0) { uint4 x_6[5]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { int a = 0; int b = 0; int i = 0; int i_1 = 0; int i_2 = 0; int indexable[2] = (int[2])0; const int x_36 = asint(x_6[2].x); a = x_36; const int x_38 = asint(x_6[3].x); b = x_38; const int x_40 = asint(x_6[2].x); const float x_41 = float(x_40); x_GLF_color = float4(x_41, x_41, x_41, x_41); const int x_44 = asint(x_6[2].x); i = x_44; while (true) { const int x_49 = i; const uint scalar_offset = ((16u * uint(0))) / 4; const int x_51 = asint(x_6[scalar_offset / 4][scalar_offset % 4]); if ((x_49 < x_51)) { } else { break; } const int x_54 = i; const int x_56 = asint(x_6[3].x); if ((x_54 > x_56)) { a = (a + 1); if (false) { const int x_65 = asint(x_6[2].x); i_1 = x_65; while (true) { const int x_70 = i_1; const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_72 = asint(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]); if ((x_70 < x_72)) { } else { break; } return; } } } { i = (i + 1); } } const int x_78 = asint(x_6[2].x); i_2 = x_78; while (true) { const int x_83 = i_2; const uint scalar_offset_2 = ((16u * uint(0))) / 4; const int x_85 = asint(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]); if ((x_83 < x_85)) { } else { break; } const int x_89 = asint(x_6[3].x); const int x_91 = asint(x_6[4].x); const int x_93 = b; const int tint_symbol_3[2] = {x_89, x_91}; indexable = tint_symbol_3; const int x_95 = indexable[x_93]; a = (a + x_95); { i_2 = (i_2 + 1); } } const int x_100 = a; const int x_102 = asint(x_6[1].x); if ((x_100 == x_102)) { const int x_107 = asint(x_6[3].x); const int x_110 = asint(x_6[2].x); const int x_113 = asint(x_6[2].x); const int x_116 = asint(x_6[3].x); x_GLF_color = float4(float(x_107), float(x_110), float(x_113), float(x_116)); } 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; }