| struct fs_outputs { |
| float4 tint_symbol : SV_Target0; |
| }; |
| |
| |
| SamplerState s : register(s0); |
| Texture2D<float4> tint_resource_table_array[] : register(t51, space43); |
| Texture2D tint_resource_table_array_1[] : register(t51, space45); |
| SamplerState tint_resource_table_array_2[] : register(s51, space46); |
| ByteAddressBuffer tint_resource_table_metadata : register(t52, space42); |
| float4 fs_inner() { |
| uint v = uint(int(0)); |
| bool v_1 = false; |
| if ((v < tint_resource_table_metadata.Load(0u))) { |
| uint3 v_2 = uint3((tint_resource_table_metadata.Load((4u + (v * 4u)))).xxx); |
| v_1 = any((v_2 == uint3(6u, 7u, 34u))); |
| } else { |
| v_1 = false; |
| } |
| bool v_3 = v_1; |
| uint v_4 = 0u; |
| if (v_3) { |
| v_4 = tint_resource_table_metadata.Load((4u + (v * 4u))); |
| } else { |
| v_4 = 6u; |
| } |
| uint v_5 = 0u; |
| if (v_3) { |
| v_5 = v; |
| } else { |
| v_5 = (0u + tint_resource_table_metadata.Load(0u)); |
| } |
| uint v_6 = v_5; |
| return tint_resource_table_array[v_6].Sample(s, (0.0f).xx); |
| } |
| |
| fs_outputs fs() { |
| fs_outputs v_7 = {fs_inner()}; |
| return v_7; |
| } |
| |