blob: 45b15a09677fde12303565484a6c16c6be9666eb [file] [edit]
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;
}