void set_int4(inout int4 vec, int idx, int val) { vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; } cbuffer cbuffer_x_7 : register(b0, space0) { uint4 x_7[1]; }; static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { int4 a = int4(0, 0, 0, 0); int i = 0; int sum = 0; a = int4(0, 0, 0, 0); i = 0; while (true) { const int x_40 = i; const int x_42 = asint(x_7[0].w); if ((x_40 < (x_42 + 1))) { } else { break; } const int x_46 = i; const int x_48 = asint(x_7[0].x); const uint scalar_offset = ((4u * uint(clamp(x_46, x_48, i)))) / 4; const int x_52 = asint(x_7[scalar_offset / 4][scalar_offset % 4]); if ((x_52 == 1)) { set_int4(a, i, 5); } else { set_int4(a, i, i); } { i = (i + 1); } } const int x_65 = a.x; const int x_67 = a.y; const int x_70 = a.z; const int x_73 = a.w; sum = (((x_65 + x_67) + x_70) + x_73); if ((sum == 10)) { x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f); } else { x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); } 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_3 = {tint_symbol_1.x_GLF_color_1}; return tint_symbol_3; }