114 lines
3.8 KiB
HLSL
114 lines
3.8 KiB
HLSL
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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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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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 indexable[16] = (float4[16])0;
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int2 x_80 = int2(0, 0);
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int2 x_113 = int2(0, 0);
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int x_119 = 0;
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int2 x_80_phi = int2(0, 0);
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int x_83_phi = 0;
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int2 x_114_phi = int2(0, 0);
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int2 x_116_phi = int2(0, 0);
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const float4 x_59 = gl_FragCoord;
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const float2 x_62 = asfloat(x_6[0].xy);
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const float2 x_63 = (float2(x_59.x, x_59.y) / x_62);
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const int x_66 = int((x_63.x * 8.0f));
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const int x_69 = int((x_63.y * 8.0f));
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const int2 x_78 = int2(((((x_66 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_66 & 10))), 0);
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x_80_phi = x_78;
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x_83_phi = 0;
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while (true) {
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int2 x_94 = int2(0, 0);
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int2 x_102 = int2(0, 0);
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int x_84 = 0;
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int2 x_95_phi = int2(0, 0);
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int2 x_103_phi = int2(0, 0);
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x_80 = x_80_phi;
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const int x_83 = x_83_phi;
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if ((x_83 < 100)) {
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} else {
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break;
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}
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x_95_phi = x_80;
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if ((x_80.x > 0)) {
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x_94 = x_80;
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x_94.y = (x_80.y - 1);
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x_95_phi = x_94;
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}
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const int2 x_95 = x_95_phi;
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x_103_phi = x_95;
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if ((x_95.x < 0)) {
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x_102 = x_95;
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x_102.y = (x_95.y + 1);
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x_103_phi = x_102;
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}
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const int2 x_103 = x_103_phi;
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int2 x_81_1 = x_103;
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x_81_1.x = (x_103.x + (x_103.y / 2));
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const int2 x_81 = x_81_1;
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{
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x_84 = (x_83 + 1);
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x_80_phi = x_81;
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x_83_phi = x_84;
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}
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}
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const int x_108 = x_80.x;
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x_114_phi = x_80;
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if ((x_108 < 0)) {
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x_113 = int2(0, 0);
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x_113.x = -(x_108);
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x_114_phi = x_113;
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}
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x_116_phi = x_114_phi;
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while (true) {
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int2 x_117 = int2(0, 0);
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x_119 = x_116_phi.x;
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if ((x_119 > 15)) {
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} else {
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break;
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}
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{
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x_117 = int2(0, 0);
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x_117.x = asint((x_119 - asint(16)));
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x_116_phi = x_117;
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}
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}
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const float4 tint_symbol_4[16] = {float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)};
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indexable = tint_symbol_4;
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const float4 x_123[16] = indexable;
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const float4 tint_symbol_5[16] = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)};
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indexable = tint_symbol_5;
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indexable = x_123;
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const float4 x_125 = indexable[x_119];
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x_GLF_color = x_125;
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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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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_6 = {x_GLF_color};
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return tint_symbol_6;
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}
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
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tint_symbol_2 wrapper_result = (tint_symbol_2)0;
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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