93 lines
2.7 KiB
HLSL
93 lines
2.7 KiB
HLSL
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_8 : register(b1, space0) {
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uint4 x_8[4];
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};
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cbuffer cbuffer_x_12 : register(b0, space0) {
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uint4 x_12[2];
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};
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static float4 x_GLF_v1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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float2 uv = float2(0.0f, 0.0f);
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float4 v1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float a = 0.0f;
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int i = 0;
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const float4 x_49 = gl_FragCoord;
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uv = float2(x_49.x, x_49.y);
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const uint scalar_offset = ((16u * uint(0))) / 4;
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const float x_52 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]);
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v1 = float4(x_52, x_52, x_52, x_52);
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const float x_55 = uv.y;
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const uint scalar_offset_1 = ((16u * uint(0))) / 4;
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const float x_57 = asfloat(x_8[scalar_offset_1 / 4][scalar_offset_1 % 4]);
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if ((x_55 >= x_57)) {
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const float x_62 = asfloat(x_8[2].x);
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v1.x = x_62;
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const uint scalar_offset_2 = ((16u * uint(0))) / 4;
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const float x_65 = asfloat(x_8[scalar_offset_2 / 4][scalar_offset_2 % 4]);
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v1.y = x_65;
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const uint scalar_offset_3 = ((16u * uint(0))) / 4;
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const float x_68 = asfloat(x_8[scalar_offset_3 / 4][scalar_offset_3 % 4]);
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v1.z = x_68;
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const float x_71 = asfloat(x_8[2].x);
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v1.w = x_71;
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}
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const float x_74 = asfloat(x_8[2].x);
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a = x_74;
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const int x_15 = asint(x_12[1].x);
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i = x_15;
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while (true) {
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const int x_16 = i;
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const uint scalar_offset_4 = ((16u * uint(0))) / 4;
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const int x_17 = asint(x_12[scalar_offset_4 / 4][scalar_offset_4 % 4]);
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if ((x_16 < x_17)) {
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} else {
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break;
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}
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const float x_84 = asfloat(x_8[2].x);
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const uint scalar_offset_5 = ((16u * uint(0))) / 4;
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const float x_86 = asfloat(x_8[scalar_offset_5 / 4][scalar_offset_5 % 4]);
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if ((x_84 < x_86)) {
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discard;
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}
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const float x_91 = v1.x;
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const float x_93 = v1.y;
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const float x_96 = v1.z;
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const float x_99 = v1.w;
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const float x_102 = asfloat(x_8[3].x);
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a = pow((((x_91 + x_93) + x_96) + x_99), x_102);
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{
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i = (i + 1);
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}
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}
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const float x_104 = a;
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const float x_106 = asfloat(x_8[1].x);
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if ((x_104 == x_106)) {
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x_GLF_v1 = v1;
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} else {
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const int x_20 = asint(x_12[1].x);
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const float x_113 = float(x_20);
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x_GLF_v1 = float4(x_113, x_113, x_113, x_113);
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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_v1_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_v1_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_v1};
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const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_v1_1};
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return tint_symbol_6;
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}
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