75 lines
2.1 KiB
HLSL
75 lines
2.1 KiB
HLSL
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_9 : register(b0, space0) {
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uint4 x_9[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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cbuffer cbuffer_x_14 : register(b1, space0) {
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uint4 x_14[2];
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};
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float f1_f1_(inout float a) {
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int b = 0;
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float c = 0.0f;
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b = 8;
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const float x_71 = gl_FragCoord.y;
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_73 = asfloat(x_9[scalar_offset / 4][scalar_offset % 4]);
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if ((x_71 >= x_73)) {
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b = (b + 1);
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b = (b + 1);
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}
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const float x_81 = a;
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const float x_83 = asfloat(x_9[1].x);
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if ((x_81 < x_83)) {
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const float x_88 = asfloat(x_9[1].x);
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return x_88;
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}
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c = float(clamp(b, 0, 2));
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return c;
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}
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void main_1() {
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float a_1 = 0.0f;
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float param = 0.0f;
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const float x_43 = asfloat(x_9[1].x);
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param = x_43;
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const float x_44 = f1_f1_(param);
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a_1 = x_44;
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const float x_45 = a_1;
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const float x_47 = asfloat(x_9[2].x);
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if ((x_45 == x_47)) {
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const int x_53 = asint(x_14[1].x);
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const int x_56 = asint(x_14[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const int x_59 = asint(x_14[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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const int x_62 = asint(x_14[1].x);
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x_GLF_color = float4(float(x_53), float(x_56), float(x_59), float(x_62));
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} else {
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const int x_66 = asint(x_14[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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const float x_67 = float(x_66);
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x_GLF_color = float4(x_67, x_67, x_67, x_67);
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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_1 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const float4 gl_FragCoord_param = tint_symbol.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_3 = {x_GLF_color};
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const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_6;
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}
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