float4x4 tint_symbol_7(uint4 buffer[4], uint offset) { const int scalar_offset = ((offset + 0u)) / 4; const int scalar_offset_1 = ((offset + 16u)) / 4; const int scalar_offset_2 = ((offset + 32u)) / 4; const int 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])); } cbuffer cbuffer_uniforms : register(b0, space0) { uint4 uniforms[4]; }; struct VertexInput { float4 cur_position; float4 color; }; struct VertexOutput { float4 vtxFragColor; float4 Position; }; struct tint_symbol_1 { float4 cur_position : TEXCOORD0; float4 color : TEXCOORD1; }; struct tint_symbol_2 { float4 vtxFragColor : TEXCOORD0; float4 Position : SV_Position; }; tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) { const VertexInput input = {tint_symbol.cur_position, tint_symbol.color}; VertexOutput output = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; output.Position = mul(input.cur_position, tint_symbol_7(uniforms, 0u)); output.vtxFragColor = input.color; const tint_symbol_2 tint_symbol_8 = {output.vtxFragColor, output.Position}; return tint_symbol_8; } struct tint_symbol_4 { float4 fragColor : TEXCOORD0; }; struct tint_symbol_5 { float4 value : SV_Target0; }; tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) { const float4 fragColor = tint_symbol_3.fragColor; const tint_symbol_5 tint_symbol_9 = {fragColor}; return tint_symbol_9; }