36 lines
983 B
HLSL
36 lines
983 B
HLSL
warning: use of deprecated intrinsic
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static float4 color_out = float4(0.0f, 0.0f, 0.0f, 0.0f);
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Texture2D<float4> tint_symbol : register(t0, space0);
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static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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const float4 x_19 = gl_FragCoord;
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const float4 x_22 = tint_symbol.Load(int3(int2(float2(x_19.x, x_19.y)), 0));
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color_out = x_22;
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return;
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}
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struct main_out {
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float4 color_out_1;
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};
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struct tint_symbol_2 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_3 {
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float4 color_out_1 : SV_Target0;
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};
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main_out main_inner(float4 gl_FragCoord_param) {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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const main_out tint_symbol_4 = {color_out};
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return tint_symbol_4;
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}
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tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
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const main_out inner_result = main_inner(tint_symbol_1.gl_FragCoord_param);
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tint_symbol_3 wrapper_result = (tint_symbol_3)0;
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wrapper_result.color_out_1 = inner_result.color_out_1;
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return wrapper_result;
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}
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