cbuffer cbuffer_uniforms : register(b0, space0) { uint4 uniforms[1]; }; struct VertexOutputs { float2 texcoords; float4 position; }; struct tint_symbol_1 { uint VertexIndex : SV_VertexID; }; struct tint_symbol_2 { float2 texcoords : TEXCOORD0; float4 position : SV_Position; }; tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) { const uint VertexIndex = tint_symbol.VertexIndex; float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}; VertexOutputs output = (VertexOutputs)0; output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f); bool flipY = (asfloat(uniforms[0].y) < 0.0f); if (flipY) { output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)); } else { output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)); } const tint_symbol_2 tint_symbol_8 = {output.texcoords, output.position}; return tint_symbol_8; } SamplerState mySampler : register(s1, space0); Texture2D myTexture : register(t2, space0); struct tint_symbol_4 { float2 texcoord : TEXCOORD0; }; struct tint_symbol_5 { float4 value : SV_Target0; }; tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) { const float2 texcoord = tint_symbol_3.texcoord; float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); if (!(all((clampedTexcoord == texcoord)))) { discard; } float4 srcColor = myTexture.Sample(mySampler, texcoord); const tint_symbol_5 tint_symbol_9 = {srcColor}; return tint_symbol_9; }