static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_8 : register(b0, space0) { uint4 x_8[2]; }; static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_10 : register(b1, space0) { uint4 x_10[2]; }; float f1_f1_(inout float a) { const float x_100 = a; return ddx(x_100); } void main_1() { float4 v2 = float4(0.0f, 0.0f, 0.0f, 0.0f); float a_1 = 0.0f; float x_40 = 0.0f; float param = 0.0f; const uint scalar_offset = ((16u * uint(0))) / 4; const int x_42 = asint(x_8[scalar_offset / 4][scalar_offset % 4]); const int x_45 = asint(x_8[1].x); const int x_48 = asint(x_8[1].x); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const int x_51 = asint(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]); x_GLF_color = float4(float(x_42), float(x_45), float(x_48), float(x_51)); const float x_55 = gl_FragCoord.x; const float x_57 = asfloat(x_10[1].x); if ((x_55 < x_57)) { const float x_62 = v2.x; if (!((x_62 < 1.0f))) { const float x_68 = asfloat(x_10[1].x); const float x_70 = asfloat(x_10[1].x); const uint scalar_offset_2 = ((16u * uint(0))) / 4; const float x_72 = asfloat(x_10[scalar_offset_2 / 4][scalar_offset_2 % 4]); if ((x_70 > x_72)) { const uint scalar_offset_3 = ((16u * uint(0))) / 4; const float x_78 = asfloat(x_10[scalar_offset_3 / 4][scalar_offset_3 % 4]); param = x_78; const float x_79 = f1_f1_(param); x_40 = x_79; } else { const uint scalar_offset_4 = ((16u * uint(0))) / 4; const float x_81 = asfloat(x_10[scalar_offset_4 / 4][scalar_offset_4 % 4]); x_40 = x_81; } a_1 = (x_68 / x_40); const uint scalar_offset_5 = ((16u * uint(0))) / 4; const float x_85 = asfloat(x_10[scalar_offset_5 / 4][scalar_offset_5 % 4]); const uint scalar_offset_6 = ((16u * uint(0))) / 4; const float x_88 = asfloat(x_10[scalar_offset_6 / 4][scalar_offset_6 % 4]); const float x_90 = a_1; const float3 x_92 = lerp(float3(x_85, x_85, x_85), float3(x_88, x_88, x_88), float3(x_90, x_90, x_90)); const float x_94 = asfloat(x_10[1].x); x_GLF_color = float4(x_92.x, x_92.y, x_92.z, x_94); } } 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; }