66 lines
2.4 KiB
HLSL
66 lines
2.4 KiB
HLSL
float4 tint_unpack4x8unorm(uint param_0) {
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uint j = param_0;
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uint4 i = uint4(j & 0xff, (j >> 8) & 0xff, (j >> 16) & 0xff, j >> 24);
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return float4(i) / 255.0;
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}
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cbuffer cbuffer_x_6 : register(b0, space0) {
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uint4 x_6[1];
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};
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cbuffer cbuffer_x_8 : register(b1, space0) {
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uint4 x_8[2];
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};
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cbuffer cbuffer_x_10 : register(b2, space0) {
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uint4 x_10[3];
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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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float4 v = float4(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 uint x_39 = x_6[scalar_offset / 4][scalar_offset % 4];
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const uint x_41 = x_6[scalar_offset_1 / 4][scalar_offset_1 % 4];
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v = tint_unpack4x8unorm((x_39 / (true ? 92382u : x_41)));
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const float4 x_45 = v;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_47 = asint(x_8[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_50 = asint(x_8[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const int x_53 = asint(x_8[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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const float x_56 = asfloat(x_10[1].x);
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const float x_58 = asfloat(x_10[2].x);
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const uint scalar_offset_5 = ((16u * uint(0))) / 4;
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const float x_63 = asfloat(x_10[scalar_offset_5 / 4][scalar_offset_5 % 4]);
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if ((distance(x_45, float4(float(x_47), float(x_50), float(x_53), (x_56 / x_58))) < x_63)) {
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const int x_69 = asint(x_8[1].x);
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const uint scalar_offset_6 = ((16u * uint(0))) / 4;
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const int x_72 = asint(x_8[scalar_offset_6 / 4][scalar_offset_6 % 4]);
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const uint scalar_offset_7 = ((16u * uint(0))) / 4;
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const int x_75 = asint(x_8[scalar_offset_7 / 4][scalar_offset_7 % 4]);
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const int x_78 = asint(x_8[1].x);
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x_GLF_color = float4(float(x_69), float(x_72), float(x_75), float(x_78));
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} else {
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const uint scalar_offset_8 = ((16u * uint(0))) / 4;
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const int x_82 = asint(x_8[scalar_offset_8 / 4][scalar_offset_8 % 4]);
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const float x_83 = float(x_82);
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x_GLF_color = float4(x_83, x_83, x_83, x_83);
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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_5 = {tint_symbol_1.x_GLF_color_1};
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return tint_symbol_5;
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}
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