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; }; struct tint_array_wrapper { float2 arr[3]; }; tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) { const uint VertexIndex = tint_symbol.VertexIndex; tint_array_wrapper texcoord = {{float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}}; VertexOutputs output = {float2(0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)}; output.position = float4(((texcoord.arr[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f); const int scalar_offset = (4u) / 4; bool flipY = (asfloat(uniforms[scalar_offset / 4][scalar_offset % 4]) < 0.0f); if (flipY) { const int scalar_offset_1 = (0u) / 4; uint4 ubo_load = uniforms[scalar_offset_1 / 4]; const int scalar_offset_2 = (8u) / 4; uint4 ubo_load_1 = uniforms[scalar_offset_2 / 4]; output.texcoords = ((((texcoord.arr[VertexIndex] * asfloat(((scalar_offset_1 & 2) ? ubo_load.zw : ubo_load.xy))) + asfloat(((scalar_offset_2 & 2) ? ubo_load_1.zw : ubo_load_1.xy))) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)); } else { const int scalar_offset_3 = (0u) / 4; uint4 ubo_load_2 = uniforms[scalar_offset_3 / 4]; const int scalar_offset_4 = (8u) / 4; uint4 ubo_load_3 = uniforms[scalar_offset_4 / 4]; output.texcoords = ((((texcoord.arr[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(((scalar_offset_3 & 2) ? ubo_load_2.zw : ubo_load_2.xy))) + asfloat(((scalar_offset_4 & 2) ? ubo_load_3.zw : ubo_load_3.xy))); } 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; }