struct ExternalTextureParams { uint numPlanes; float vr; float ug; float vg; float ub; }; Texture2D ext_tex_plane_1 : register(t1, space1); cbuffer cbuffer_ext_tex_params : register(b2, space1) { uint4 ext_tex_params[2]; }; Texture2D arg_0 : register(t0, space1); float4 textureLoadExternal(Texture2D plane0, Texture2D plane1, int2 coord, ExternalTextureParams params) { if ((params.numPlanes == 1u)) { return plane0.Load(int3(coord, 0)); } const float y = (plane0.Load(int3(coord, 0)).r - 0.0625f); const float2 uv = (plane1.Load(int3(coord, 0)).rg - 0.5f); const float u = uv.x; const float v = uv.y; const float r = ((1.164000034f * y) + (params.vr * v)); const float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v)); const float b = ((1.164000034f * y) + (params.ub * u)); return float4(r, g, b, 1.0f); } float4 textureLoad2d(Texture2D tint_symbol, Texture2D ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) { return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1); } ExternalTextureParams tint_symbol_2(uint4 buffer[2], uint offset) { const uint scalar_offset = ((offset + 0u)) / 4; const uint scalar_offset_1 = ((offset + 4u)) / 4; const uint scalar_offset_2 = ((offset + 8u)) / 4; const uint scalar_offset_3 = ((offset + 12u)) / 4; const uint scalar_offset_4 = ((offset + 16u)) / 4; const ExternalTextureParams tint_symbol_5 = {buffer[scalar_offset / 4][scalar_offset % 4], asfloat(buffer[scalar_offset_1 / 4][scalar_offset_1 % 4]), asfloat(buffer[scalar_offset_2 / 4][scalar_offset_2 % 4]), asfloat(buffer[scalar_offset_3 / 4][scalar_offset_3 % 4]), asfloat(buffer[scalar_offset_4 / 4][scalar_offset_4 % 4])}; return tint_symbol_5; } void doTextureLoad() { float4 res = textureLoad2d(arg_0, ext_tex_plane_1, tint_symbol_2(ext_tex_params, 0u), int2(0, 0)); } struct tint_symbol_1 { float4 value : SV_Position; }; float4 vertex_main_inner() { doTextureLoad(); return float4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol_1 vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol_1 wrapper_result = (tint_symbol_1)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { doTextureLoad(); return; } [numthreads(1, 1, 1)] void compute_main() { doTextureLoad(); return; }