struct Mat4x4_ { float4 mx; float4 my; float4 mz; float4 mw; }; struct Mat4x3_ { float4 mx; float4 my; float4 mz; }; struct Mat4x2_ { float4 mx; float4 my; }; struct VertexOutput { float4 v_Color; float2 v_TexCoord; float4 member; }; cbuffer cbuffer_global : register(b0, space0) { uint4 global[4]; }; cbuffer cbuffer_global1 : register(b1, space0) { uint4 global1[3]; }; cbuffer cbuffer_global2 : register(b2, space0) { uint4 global2[96]; }; static float3 a_Position1 = float3(0.0f, 0.0f, 0.0f); static float2 a_UV1 = float2(0.0f, 0.0f); static float4 a_Color1 = float4(0.0f, 0.0f, 0.0f, 0.0f); static float3 a_Normal1 = float3(0.0f, 0.0f, 0.0f); static float a_PosMtxIdx1 = 0.0f; static float4 v_Color = float4(0.0f, 0.0f, 0.0f, 0.0f); static float2 v_TexCoord = float2(0.0f, 0.0f); static float4 gl_Position = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 Mat4x3GetCol0_(Mat4x3_ m) { Mat4x3_ m1 = (Mat4x3_)0; m1 = m; const Mat4x3_ x_e2 = m1; const Mat4x3_ x_e5 = m1; const Mat4x3_ x_e8 = m1; return float3(x_e2.mx.x, x_e5.my.x, x_e8.mz.x); } float3 Mat4x3GetCol1_(Mat4x3_ m2) { Mat4x3_ m3 = (Mat4x3_)0; m3 = m2; const Mat4x3_ x_e2 = m3; const Mat4x3_ x_e5 = m3; const Mat4x3_ x_e8 = m3; return float3(x_e2.mx.y, x_e5.my.y, x_e8.mz.y); } float3 Mat4x3GetCol2_(Mat4x3_ m4) { Mat4x3_ m5 = (Mat4x3_)0; m5 = m4; const Mat4x3_ x_e2 = m5; const Mat4x3_ x_e5 = m5; const Mat4x3_ x_e8 = m5; return float3(x_e2.mx.z, x_e5.my.z, x_e8.mz.z); } float3 Mat4x3GetCol3_(Mat4x3_ m6) { Mat4x3_ m7 = (Mat4x3_)0; m7 = m6; const Mat4x3_ x_e2 = m7; const Mat4x3_ x_e5 = m7; const Mat4x3_ x_e8 = m7; return float3(x_e2.mx.w, x_e5.my.w, x_e8.mz.w); } float4 Mul(Mat4x4_ m8, float4 v) { Mat4x4_ m9 = (Mat4x4_)0; float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f); m9 = m8; v1 = v; const Mat4x4_ x_e4 = m9; const float4 x_e6 = v1; const Mat4x4_ x_e8 = m9; const float4 x_e10 = v1; const Mat4x4_ x_e12 = m9; const float4 x_e14 = v1; const Mat4x4_ x_e16 = m9; const float4 x_e18 = v1; return float4(dot(x_e4.mx, x_e6), dot(x_e8.my, x_e10), dot(x_e12.mz, x_e14), dot(x_e16.mw, x_e18)); } float3 Mul1(Mat4x3_ m10, float4 v2) { Mat4x3_ m11 = (Mat4x3_)0; float4 v3 = float4(0.0f, 0.0f, 0.0f, 0.0f); m11 = m10; v3 = v2; const Mat4x3_ x_e4 = m11; const float4 x_e6 = v3; const Mat4x3_ x_e8 = m11; const float4 x_e10 = v3; const Mat4x3_ x_e12 = m11; const float4 x_e14 = v3; return float3(dot(x_e4.mx, x_e6), dot(x_e8.my, x_e10), dot(x_e12.mz, x_e14)); } float2 Mul2(Mat4x2_ m12, float4 v4) { Mat4x2_ m13 = (Mat4x2_)0; float4 v5 = float4(0.0f, 0.0f, 0.0f, 0.0f); m13 = m12; v5 = v4; const Mat4x2_ x_e4 = m13; const float4 x_e6 = v5; const Mat4x2_ x_e8 = m13; const float4 x_e10 = v5; return float2(dot(x_e4.mx, x_e6), dot(x_e8.my, x_e10)); } float4 Mul3(float3 v6, Mat4x3_ m14) { float3 v7 = float3(0.0f, 0.0f, 0.0f); Mat4x3_ m15 = (Mat4x3_)0; v7 = v6; m15 = m14; const Mat4x3_ x_e5 = m15; const float3 x_e6 = Mat4x3GetCol0_(x_e5); const float3 x_e7 = v7; const Mat4x3_ x_e10 = m15; const float3 x_e11 = Mat4x3GetCol1_(x_e10); const float3 x_e12 = v7; const Mat4x3_ x_e15 = m15; const float3 x_e16 = Mat4x3GetCol2_(x_e15); const float3 x_e17 = v7; const Mat4x3_ x_e20 = m15; const float3 x_e21 = Mat4x3GetCol3_(x_e20); const float3 x_e22 = v7; return float4(dot(x_e6, x_e7), dot(x_e11, x_e12), dot(x_e16, x_e17), dot(x_e21, x_e22)); } Mat4x4_ x_Mat4x4_(float n) { float n1 = 0.0f; Mat4x4_ o = (Mat4x4_)0; n1 = n; const float x_e4 = n1; o.mx = float4(x_e4, 0.0f, 0.0f, 0.0f); const float x_e11 = n1; o.my = float4(0.0f, x_e11, 0.0f, 0.0f); const float x_e18 = n1; o.mz = float4(0.0f, 0.0f, x_e18, 0.0f); const float x_e25 = n1; o.mw = float4(0.0f, 0.0f, 0.0f, x_e25); const Mat4x4_ x_e27 = o; return x_e27; } Mat4x4_ x_Mat4x4_1(Mat4x3_ m16) { Mat4x3_ m17 = (Mat4x3_)0; Mat4x4_ o1 = (Mat4x4_)0; m17 = m16; const Mat4x4_ x_e4 = x_Mat4x4_(1.0f); o1 = x_e4; const Mat4x3_ x_e7 = m17; o1.mx = x_e7.mx; const Mat4x3_ x_e10 = m17; o1.my = x_e10.my; const Mat4x3_ x_e13 = m17; o1.mz = x_e13.mz; const Mat4x4_ x_e15 = o1; return x_e15; } Mat4x4_ x_Mat4x4_2(Mat4x2_ m18) { Mat4x2_ m19 = (Mat4x2_)0; Mat4x4_ o2 = (Mat4x4_)0; m19 = m18; const Mat4x4_ x_e4 = x_Mat4x4_(1.0f); o2 = x_e4; const Mat4x2_ x_e7 = m19; o2.mx = x_e7.mx; const Mat4x2_ x_e10 = m19; o2.my = x_e10.my; const Mat4x4_ x_e12 = o2; return x_e12; } Mat4x3_ x_Mat4x3_(float n2) { float n3 = 0.0f; Mat4x3_ o3 = (Mat4x3_)0; n3 = n2; const float x_e4 = n3; o3.mx = float4(x_e4, 0.0f, 0.0f, 0.0f); const float x_e11 = n3; o3.my = float4(0.0f, x_e11, 0.0f, 0.0f); const float x_e18 = n3; o3.mz = float4(0.0f, 0.0f, x_e18, 0.0f); const Mat4x3_ x_e21 = o3; return x_e21; } Mat4x3_ x_Mat4x3_1(Mat4x4_ m20) { Mat4x4_ m21 = (Mat4x4_)0; Mat4x3_ o4 = (Mat4x3_)0; m21 = m20; const Mat4x4_ x_e4 = m21; o4.mx = x_e4.mx; const Mat4x4_ x_e7 = m21; o4.my = x_e7.my; const Mat4x4_ x_e10 = m21; o4.mz = x_e10.mz; const Mat4x3_ x_e12 = o4; return x_e12; } Mat4x3_ tint_symbol_3(uint4 buffer[96], 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 Mat4x3_ tint_symbol_9 = {asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4])}; return tint_symbol_9; } Mat4x4_ tint_symbol_5(uint4 buffer[4], uint offset) { const uint scalar_offset_3 = ((offset + 0u)) / 4; const uint scalar_offset_4 = ((offset + 16u)) / 4; const uint scalar_offset_5 = ((offset + 32u)) / 4; const uint scalar_offset_6 = ((offset + 48u)) / 4; const Mat4x4_ tint_symbol_10 = {asfloat(buffer[scalar_offset_3 / 4]), asfloat(buffer[scalar_offset_4 / 4]), asfloat(buffer[scalar_offset_5 / 4]), asfloat(buffer[scalar_offset_6 / 4])}; return tint_symbol_10; } Mat4x2_ tint_symbol_8(uint4 buffer[3], uint offset) { const uint scalar_offset_7 = ((offset + 0u)) / 4; const uint scalar_offset_8 = ((offset + 16u)) / 4; const Mat4x2_ tint_symbol_11 = {asfloat(buffer[scalar_offset_7 / 4]), asfloat(buffer[scalar_offset_8 / 4])}; return tint_symbol_11; } void main1() { Mat4x3_ t_PosMtx = (Mat4x3_)0; float2 t_TexSpaceCoord = float2(0.0f, 0.0f); const float x_e15 = a_PosMtxIdx1; const Mat4x3_ x_e18 = tint_symbol_3(global2, (48u * uint(int(x_e15)))); t_PosMtx = x_e18; const Mat4x3_ x_e23 = t_PosMtx; const Mat4x4_ x_e24 = x_Mat4x4_1(x_e23); const float3 x_e25 = a_Position1; const Mat4x3_ x_e29 = t_PosMtx; const Mat4x4_ x_e30 = x_Mat4x4_1(x_e29); const float3 x_e31 = a_Position1; const float4 x_e34 = Mul(x_e30, float4(x_e31, 1.0f)); const Mat4x4_ x_e35 = tint_symbol_5(global, 0u); const Mat4x3_ x_e37 = t_PosMtx; const Mat4x4_ x_e38 = x_Mat4x4_1(x_e37); const float3 x_e39 = a_Position1; const Mat4x3_ x_e43 = t_PosMtx; const Mat4x4_ x_e44 = x_Mat4x4_1(x_e43); const float3 x_e45 = a_Position1; const float4 x_e48 = Mul(x_e44, float4(x_e45, 1.0f)); const float4 x_e49 = Mul(x_e35, x_e48); gl_Position = x_e49; const float4 x_e50 = a_Color1; v_Color = x_e50; const float4 x_e52 = asfloat(global1[2]); if ((x_e52.x == 2.0f)) { { const float3 x_e59 = a_Normal1; const Mat4x2_ x_e64 = tint_symbol_8(global1, 0u); const float3 x_e65 = a_Normal1; const float2 x_e68 = Mul2(x_e64, float4(x_e65, 1.0f)); v_TexCoord = x_e68.xy; return; } } else { { const float2 x_e73 = a_UV1; const Mat4x2_ x_e79 = tint_symbol_8(global1, 0u); const float2 x_e80 = a_UV1; const float2 x_e84 = Mul2(x_e79, float4(x_e80, 1.0f, 1.0f)); v_TexCoord = x_e84.xy; return; } } } struct tint_symbol_1 { float3 a_Position : TEXCOORD0; float2 a_UV : TEXCOORD1; float4 a_Color : TEXCOORD2; float3 a_Normal : TEXCOORD3; float a_PosMtxIdx : TEXCOORD4; }; struct tint_symbol_2 { float4 v_Color : TEXCOORD0; float2 v_TexCoord : TEXCOORD1; float4 member : SV_Position; }; VertexOutput main_inner(float3 a_Position, float2 a_UV, float4 a_Color, float3 a_Normal, float a_PosMtxIdx) { a_Position1 = a_Position; a_UV1 = a_UV; a_Color1 = a_Color; a_Normal1 = a_Normal; a_PosMtxIdx1 = a_PosMtxIdx; main1(); const float4 x_e11 = v_Color; const float2 x_e13 = v_TexCoord; const float4 x_e15 = gl_Position; const VertexOutput tint_symbol_12 = {x_e11, x_e13, x_e15}; return tint_symbol_12; } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const VertexOutput inner_result = main_inner(tint_symbol.a_Position, tint_symbol.a_UV, tint_symbol.a_Color, tint_symbol.a_Normal, tint_symbol.a_PosMtxIdx); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.v_Color = inner_result.v_Color; wrapper_result.v_TexCoord = inner_result.v_TexCoord; wrapper_result.member = inner_result.member; return wrapper_result; }