void set_float4(inout float4 vec, int idx, float val) { vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; } cbuffer cbuffer_x_6 : register(b0, space0) { uint4 x_6[2]; }; cbuffer cbuffer_x_8 : register(b1, space0) { uint4 x_8[2]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); const uint scalar_offset = ((16u * uint(0))) / 4; const float x_29 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]); const uint scalar_offset_1 = ((16u * uint(0))) / 4; const float x_31 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]); const uint scalar_offset_2 = ((16u * uint(0))) / 4; const float x_33 = asfloat(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]); const float x_35 = asfloat(x_6[1].x); color = float4(x_29, x_31, x_33, x_35); const int x_38 = asint(x_8[1].x); switch(((1 | x_38) ^ 1)) { case 0: { const uint scalar_offset_3 = ((16u * uint(0))) / 4; const int x_44 = asint(x_8[scalar_offset_3 / 4][scalar_offset_3 % 4]); const float x_46 = asfloat(x_6[1].x); set_float4(color, x_44, x_46); break; } default: { break; } } x_GLF_color = color; 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; }