float2x2 tint_symbol_4(uint4 buffer[1], uint offset) { const uint scalar_offset = ((offset + 0u)) / 4; uint4 ubo_load = buffer[scalar_offset / 4]; const uint scalar_offset_1 = ((offset + 8u)) / 4; uint4 ubo_load_1 = buffer[scalar_offset_1 / 4]; return float2x2(asfloat(((scalar_offset & 2) ? ubo_load.zw : ubo_load.xy)), asfloat(((scalar_offset_1 & 2) ? ubo_load_1.zw : ubo_load_1.xy))); } float2x2 tint_symbol_6(uint4 buffer[1], uint offset) { const uint scalar_offset_2 = ((offset + 0u)) / 4; uint4 ubo_load_2 = buffer[scalar_offset_2 / 4]; const uint scalar_offset_3 = ((offset + 8u)) / 4; uint4 ubo_load_3 = buffer[scalar_offset_3 / 4]; return float2x2(asfloat(((scalar_offset_2 & 2) ? ubo_load_2.zw : ubo_load_2.xy)), asfloat(((scalar_offset_3 & 2) ? ubo_load_3.zw : ubo_load_3.xy))); } cbuffer cbuffer_x_20 : register(b0, space0) { uint4 x_20[1]; }; cbuffer cbuffer_x_26 : register(b0, space1) { uint4 x_26[1]; }; struct tint_symbol_1 { uint gl_VertexIndex : SV_VertexID; }; struct tint_symbol_2 { float4 value : SV_Position; }; tint_symbol_2 main(tint_symbol_1 tint_symbol) { const uint gl_VertexIndex = tint_symbol.gl_VertexIndex; float2 indexable[3] = (float2[3])0; const float2x2 x_23 = tint_symbol_4(x_20, 0u); const float2x2 x_28 = tint_symbol_6(x_26, 0u); const uint x_46 = gl_VertexIndex; const float2 tint_symbol_7[3] = {float2(-1.0f, 1.0f), float2(1.0f, 1.0f), float2(-1.0f, -1.0f)}; indexable = tint_symbol_7; const float2 x_51 = indexable[x_46]; const float2 x_52 = mul(x_51, float2x2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u]))); const tint_symbol_2 tint_symbol_8 = {float4(x_52.x, x_52.y, 0.0f, 1.0f)}; return tint_symbol_8; }