69 lines
2.5 KiB
HLSL
69 lines
2.5 KiB
HLSL
void set_float4(inout float4 vec, int idx, float val) {
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vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
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}
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cbuffer cbuffer_x_6 : register(b0, space0) {
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uint4 x_6[2];
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};
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cbuffer cbuffer_x_9 : register(b1, space0) {
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uint4 x_9[4];
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};
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static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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int a = 0;
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float4 v = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float3x4 m = float3x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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float4x4 indexable = float4x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const int x_44 = asint(x_6[scalar_offset / 4][scalar_offset % 4]);
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a = x_44;
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const float x_46 = asfloat(x_9[2].x);
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v = float4(x_46, x_46, x_46, x_46);
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const float x_49 = asfloat(x_9[3].x);
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m = float3x4(float4(x_49, 0.0f, 0.0f, 0.0f), float4(0.0f, x_49, 0.0f, 0.0f), float4(0.0f, 0.0f, x_49, 0.0f));
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const int x_54 = a;
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const int x_55 = a;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_57 = asfloat(x_9[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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set_float4(m[x_54], x_55, x_57);
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const int x_59 = a;
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const float3x4 x_60 = m;
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const int x_78 = a;
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const int x_79 = a;
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indexable = float4x4(float4(x_60[0u].x, x_60[0u].y, x_60[0u].z, x_60[0u].w), float4(x_60[1u].x, x_60[1u].y, x_60[1u].z, x_60[1u].w), float4(x_60[2u].x, x_60[2u].y, x_60[2u].z, x_60[2u].w), float4(0.0f, 0.0f, 0.0f, 1.0f));
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const float x_81 = indexable[x_78][x_79];
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const float x_83 = v[x_59];
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set_float4(v, x_59, (x_83 + x_81));
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const float x_87 = v.y;
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const float x_89 = asfloat(x_9[1].x);
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if ((x_87 == x_89)) {
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_95 = asint(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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const int x_98 = asint(x_6[1].x);
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const int x_101 = asint(x_6[1].x);
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_104 = asint(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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x_GLF_color = float4(float(x_95), float(x_98), float(x_101), float(x_104));
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} else {
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const int x_108 = asint(x_6[1].x);
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const float x_109 = float(x_108);
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x_GLF_color = float4(x_109, x_109, x_109, x_109);
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}
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return;
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}
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol main() {
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main_1();
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const main_out tint_symbol_1 = {x_GLF_color};
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const tint_symbol tint_symbol_4 = {tint_symbol_1.x_GLF_color_1};
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return tint_symbol_4;
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}
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