static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_8 : register(b1, space0) { uint4 x_8[4]; }; cbuffer cbuffer_x_12 : register(b0, space0) { uint4 x_12[2]; }; static float4 x_GLF_v1 = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float2 uv = float2(0.0f, 0.0f); float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f); float a = 0.0f; int i = 0; const float4 x_49 = gl_FragCoord; uv = float2(x_49.x, x_49.y); const uint scalar_offset = ((16u * uint(0))) / 4; const float x_52 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]); v1 = float4(x_52, x_52, x_52, x_52); const float x_55 = uv.y; const uint scalar_offset_1 = ((16u * uint(0))) / 4; const float x_57 = asfloat(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]); if ((x_55 >= x_57)) { const float x_62 = asfloat(x_8[2].x); v1.x = x_62; const uint scalar_offset_2 = ((16u * uint(0))) / 4; const float x_65 = asfloat(x_8[scalar_offset_2 / 4][scalar_offset_2 % 4]); v1.y = x_65; const uint scalar_offset_3 = ((16u * uint(0))) / 4; const float x_68 = asfloat(x_8[scalar_offset_3 / 4][scalar_offset_3 % 4]); v1.z = x_68; const float x_71 = asfloat(x_8[2].x); v1.w = x_71; } const float x_74 = asfloat(x_8[2].x); a = x_74; const int x_15 = asint(x_12[1].x); i = x_15; while (true) { const int x_16 = i; const uint scalar_offset_4 = ((16u * uint(0))) / 4; const int x_17 = asint(x_12[scalar_offset_4 / 4][scalar_offset_4 % 4]); if ((x_16 < x_17)) { } else { break; } const float x_84 = asfloat(x_8[2].x); const uint scalar_offset_5 = ((16u * uint(0))) / 4; const float x_86 = asfloat(x_8[scalar_offset_5 / 4][scalar_offset_5 % 4]); if ((x_84 < x_86)) { discard; } const float x_91 = v1.x; const float x_93 = v1.y; const float x_96 = v1.z; const float x_99 = v1.w; const float x_102 = asfloat(x_8[3].x); a = pow((((x_91 + x_93) + x_96) + x_99), x_102); { i = (i + 1); } } const float x_104 = a; const float x_106 = asfloat(x_8[1].x); if ((x_104 == x_106)) { x_GLF_v1 = v1; } else { const int x_20 = asint(x_12[1].x); const float x_113 = float(x_20); x_GLF_v1 = float4(x_113, x_113, x_113, x_113); } return; } struct main_out { float4 x_GLF_v1_1; }; struct tint_symbol_1 { float4 gl_FragCoord_param : SV_Position; }; struct tint_symbol_2 { float4 x_GLF_v1_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_v1}; const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_v1_1}; return tint_symbol_6; }