void set_float4(inout float4 vec, int idx, float val) { vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; } static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float4 c = float4(0.0f, 0.0f, 0.0f, 0.0f); int a = 0; int i1 = 0; int i2 = 0; int i3 = 0; int i4 = 0; int i5 = 0; int i6 = 0; int i7 = 0; int i8_1 = 0; c = float4(0.0f, 0.0f, 0.0f, 1.0f); a = 0; while (true) { while (true) { set_float4(c, a, 1.0f); i1 = 0; { for(; (i1 < 1); i1 = (i1 + 1)) { i2 = 0; { for(; (i2 < 1); i2 = (i2 + 1)) { i3 = 0; { for(; (i3 < 1); i3 = (i3 + 1)) { i4 = 0; { for(; (i4 < 1); i4 = (i4 + 1)) { i5 = 0; { for(; (i5 < 1); i5 = (i5 + 1)) { i6 = 0; { for(; (i6 < 1); i6 = (i6 + 1)) { i7 = 0; { for(; (i7 < 1); i7 = (i7 + 1)) { i8_1 = 0; { for(; (i8_1 < 17); i8_1 = (i8_1 + 1)) { a = (a + 1); } } } } } } } } } } } } } } } } { const float x_123 = gl_FragCoord.x; if ((x_123 < -1.0f)) { } else { break; } } } { const float x_126 = gl_FragCoord.y; if ((x_126 < -1.0f)) { } else { break; } } } x_GLF_color = c; 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_4 = {tint_symbol_3.x_GLF_color_1}; return tint_symbol_4; }