float tint_trunc(float param_0) { return param_0 < 0 ? ceil(param_0) : floor(param_0); } float16_t tint_sinh(float16_t x) { return log((x + sqrt(((x * x) + float16_t(1.0h))))); } void asinh_468a48() { float16_t arg_0 = float16_t(0.0h); float16_t res = tint_sinh(arg_0); } struct tint_symbol_4 { float4 value : SV_Position; }; float4 vertex_main_inner() { asinh_468a48(); return (0.0f).xxxx; } tint_symbol_4 vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol_4 wrapper_result = (tint_symbol_4)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { asinh_468a48(); return; } [numthreads(1, 1, 1)] void rgba32uintin() { asinh_468a48(); return; } static float2 rand_seed = float2(0.0f, 0.0f); cbuffer cbuffer_render_params : register(b5) { uint4 render_params[6]; }; struct VertexInput { float3 position; float4 color; float2 quad_pos; }; struct VertexOutput { float4 position; float4 color; float2 quad_pos; }; struct tint_symbol_6 { float3 position : TEXCOORD0; float4 color : TEXCOORD1; float2 quad_pos : TEXCOORD2; }; struct tint_symbol_7 { float4 color : TEXCOORD0; float2 quad_pos : TEXCOORD1; float4 position : SV_Position; }; float4x4 render_params_load_1(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(render_params[scalar_offset / 4]), asfloat(render_params[scalar_offset_1 / 4]), asfloat(render_params[scalar_offset_2 / 4]), asfloat(render_params[scalar_offset_3 / 4])); } VertexOutput vs_main_inner(VertexInput tint_symbol) { float3 quad_pos = mul(tint_symbol.quad_pos, float2x3(asfloat(render_params[4].xyz), asfloat(render_params[5].xyz))); float3 position = (tint_symbol.position - (quad_pos + 0.00999999977648258209f)); VertexOutput tint_symbol_1 = (VertexOutput)0; tint_symbol_1.position = mul(float4(position, 1.0f), render_params_load_1(0u)); tint_symbol_1.color = tint_symbol.color; tint_symbol_1.quad_pos = tint_symbol.quad_pos; return tint_symbol_1; } tint_symbol_7 vs_main(tint_symbol_6 tint_symbol_5) { const VertexInput tint_symbol_12 = {tint_symbol_5.position, tint_symbol_5.color, tint_symbol_5.quad_pos}; const VertexOutput inner_result_1 = vs_main_inner(tint_symbol_12); tint_symbol_7 wrapper_result_1 = (tint_symbol_7)0; wrapper_result_1.position = inner_result_1.position; wrapper_result_1.color = inner_result_1.color; wrapper_result_1.quad_pos = inner_result_1.quad_pos; return wrapper_result_1; } struct Particle { float3 position; float lifetime; float4 color; float2 velocity; }; cbuffer cbuffer_sim_params : register(b0) { uint4 sim_params[2]; }; RWByteAddressBuffer data : register(u1); Texture1D tint_symbol_2 : register(t2); struct tint_symbol_9 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; Particle data_load(uint offset) { const Particle tint_symbol_13 = {asfloat(data.Load3((offset + 0u))), asfloat(data.Load((offset + 12u))), asfloat(data.Load4((offset + 16u))), asfloat(data.Load2((offset + 32u)))}; return tint_symbol_13; } void data_store(uint offset, Particle value) { data.Store3((offset + 0u), asuint(value.position)); data.Store((offset + 12u), asuint(value.lifetime)); data.Store4((offset + 16u), asuint(value.color)); data.Store2((offset + 32u), asuint(value.velocity)); } void simulate_inner(uint3 GlobalInvocationID) { rand_seed = ((asfloat(sim_params[1]).xy * float2(GlobalInvocationID.xy)) * asfloat(sim_params[1]).zw); const uint idx = GlobalInvocationID.x; Particle particle = data_load((48u * idx)); data_store((48u * idx), particle); } [numthreads(64, 1, 1)] void simulate(tint_symbol_9 tint_symbol_8) { simulate_inner(tint_symbol_8.GlobalInvocationID); return; } cbuffer cbuffer_ubo : register(b3) { uint4 ubo[1]; }; ByteAddressBuffer buf_in : register(t4); RWByteAddressBuffer buf_out : register(u5); Texture2D tex_in : register(t6); RWTexture2D tex_out : register(u7); float tint_float_mod(float lhs, float rhs) { return (lhs - (tint_trunc((lhs / rhs)) * rhs)); } struct tint_symbol_11 { uint3 coord : SV_DispatchThreadID; }; void export_level_inner(uint3 coord) { uint2 tint_tmp; tex_out.GetDimensions(tint_tmp.x, tint_tmp.y); if (all((coord.xy < uint2(tint_tmp)))) { const uint dst_offset = (coord.x << ((coord.y * ubo[0].x) & 31u)); const uint src_offset = ((coord.x - 2u) + ((coord.y >> 2u) * ubo[0].x)); const float a = asfloat(buf_in.Load((4u * (src_offset << 0u)))); const float b = asfloat(buf_in.Load((4u * (src_offset + 1u)))); const float c = asfloat(buf_in.Load((4u * ((src_offset + 1u) + ubo[0].x)))); const float d = asfloat(buf_in.Load((4u * ((src_offset + 1u) + ubo[0].x)))); const float sum = dot(float4(a, b, c, d), (1.0f).xxxx); buf_out.Store((4u * dst_offset), asuint(tint_float_mod(sum, 4.0f))); const float4 probabilities = (float4(a, (a * b), ((a / b) + c), sum) + max(sum, 0.0f)); tex_out[int2(coord.xy)] = probabilities; } } [numthreads(64, 1, 1)] void export_level(tint_symbol_11 tint_symbol_10) { export_level_inner(tint_symbol_10.coord); return; }