static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_8 : register(b0, space0) { uint4 x_8[1]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_10 : register(b1, space0) { uint4 x_10[2]; }; void main_1() { float f0 = 0.0f; float f1 = 0.0f; f0 = asfloat(0x7f800000u); f1 = frac(f0); const float x_38 = gl_FragCoord.x; const uint scalar_offset = ((16u * uint(0))) / 4; const float x_40 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]); if ((x_38 > x_40)) { const int x_46 = asint(x_10[1].x); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_49 = asint(x_10[scalar_offset_1 / 4][scalar_offset_1 % 4]); const uint scalar_offset_2 = ((16u * uint(0))) / 4; const int x_52 = asint(x_10[scalar_offset_2 / 4][scalar_offset_2 % 4]); const int x_55 = asint(x_10[1].x); x_GLF_color = float4(float(x_46), float(x_49), float(x_52), float(x_55)); } else { const float x_58 = f1; x_GLF_color = float4(x_58, x_58, x_58, x_58); } return; } struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 gl_FragCoord_param : SV_Position; }; struct tint_symbol_2 { float4 x_GLF_color_1 : SV_Target0; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param; gl_FragCoord = gl_FragCoord_param; main_1(); const main_out tint_symbol_3 = {x_GLF_color}; const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_6; }