static float3 position = float3(0.0f, 0.0f, 0.0f); cbuffer cbuffer_x_14 : register(b2, space2) { uint4 x_14[17]; }; static float2 vUV = float2(0.0f, 0.0f); static float2 uv = float2(0.0f, 0.0f); static float3 normal = float3(0.0f, 0.0f, 0.0f); static float4 gl_Position = float4(0.0f, 0.0f, 0.0f, 0.0f); float4x4 tint_symbol_4(uint4 buffer[17], uint offset) { const uint scalar_offset = ((offset + 0u)) / 4; const uint scalar_offset_1 = ((offset + 16u)) / 4; const uint scalar_offset_2 = ((offset + 32u)) / 4; const uint scalar_offset_3 = ((offset + 48u)) / 4; return float4x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4])); } void main_1() { float4 q = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 p = float3(0.0f, 0.0f, 0.0f); const float3 x_13 = position; q = float4(x_13.x, x_13.y, x_13.z, 1.0f); const float4 x_21 = q; p = float3(x_21.x, x_21.y, x_21.z); const float x_27 = p.x; const uint scalar_offset_4 = ((208u + (16u * uint(0)))) / 4; const float x_41 = asfloat(x_14[scalar_offset_4 / 4][scalar_offset_4 % 4]); const float x_45 = position.y; const float x_49 = asfloat(x_14[4].x); p.x = (x_27 + sin(((x_41 * x_45) + x_49))); const float x_55 = p.y; const float x_57 = asfloat(x_14[4].x); p.y = (x_55 + sin((x_57 + 4.0f))); const float4x4 x_69 = tint_symbol_4(x_14, 0u); const float3 x_70 = p; gl_Position = mul(float4(x_70.x, x_70.y, x_70.z, 1.0f), x_69); vUV = uv; const float x_87 = gl_Position.y; gl_Position.y = (x_87 * -1.0f); return; } struct main_out { float4 gl_Position; float2 vUV_1; }; struct tint_symbol_1 { float3 position_param : TEXCOORD0; float3 normal_param : TEXCOORD1; float2 uv_param : TEXCOORD2; }; struct tint_symbol_2 { float2 vUV_1 : TEXCOORD0; float4 gl_Position : SV_Position; }; main_out main_inner(float3 position_param, float2 uv_param, float3 normal_param) { position = position_param; uv = uv_param; normal = normal_param; main_1(); const main_out tint_symbol_6 = {gl_Position, vUV}; return tint_symbol_6; } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const main_out inner_result = main_inner(tint_symbol.position_param, tint_symbol.uv_param, tint_symbol.normal_param); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.gl_Position = inner_result.gl_Position; wrapper_result.vUV_1 = inner_result.vUV_1; return wrapper_result; }