static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_6 : register(b1, space0) { uint4 x_6[4]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_9 : register(b0, space0) { uint4 x_9[1]; }; void main_1() { int2 icoord = int2(0, 0); float x_40 = 0.0f; int2 icoord_1 = int2(0, 0); const float x_42 = gl_FragCoord.x; const float x_44 = asfloat(x_6[1].x); const uint scalar_offset = ((16u * uint(0))) / 4; const float x_47 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]); if (((x_42 * x_44) > x_47)) { const float4 x_52 = gl_FragCoord; const float x_55 = asfloat(x_6[1].x); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const float x_58 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]); const float x_60 = asfloat(x_6[2].x); icoord = int2(((float2(x_52.x, x_52.y) * x_55) - float2(x_58, x_60))); const float x_65 = asfloat(x_6[2].x); const float x_67 = asfloat(x_6[3].x); const int x_69 = icoord.x; const int x_71 = icoord.y; const uint scalar_offset_2 = ((16u * uint(0))) / 4; const int x_74 = asint(x_9[scalar_offset_2 / 4][scalar_offset_2 % 4]); if (((x_69 * x_71) != x_74)) { const float x_80 = asfloat(x_6[3].x); x_40 = x_80; } else { const float x_82 = asfloat(x_6[2].x); x_40 = x_82; } const float x_83 = x_40; const uint scalar_offset_3 = ((16u * uint(0))) / 4; const int x_85 = asint(x_9[scalar_offset_3 / 4][scalar_offset_3 % 4]); x_GLF_color = float4(x_65, x_67, x_83, float(x_85)); } else { const float4 x_88 = gl_FragCoord; const float x_91 = asfloat(x_6[1].x); const uint scalar_offset_4 = ((16u * uint(0))) / 4; const float x_94 = asfloat(x_6[scalar_offset_4 / 4][scalar_offset_4 % 4]); const float x_96 = asfloat(x_6[2].x); icoord_1 = int2(((float2(x_88.x, x_88.y) * x_91) - float2(x_94, x_96))); const float x_101 = asfloat(x_6[3].x); const float x_103 = asfloat(x_6[3].x); const int x_105 = icoord_1.x; const float x_108 = asfloat(x_6[3].x); x_GLF_color = float4(x_101, x_103, float(x_105), x_108); } 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; }