blob: 669f934d5daa02651a3ba6db34326b7d9be5cbb6 [file] [edit]
struct fs_outputs {
float4 tint_symbol : SV_Target0;
};
Texture2D<float4> t : register(t0);
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))) {
uint2 v_2 = uint2((tint_resource_table_metadata.Load((4u + (v * 4u)))).xx);
v_1 = any((v_2 == uint2(40u, 41u)));
} 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 = 41u;
}
uint sampler_kind = v_4;
uint v_5 = 0u;
if (v_3) {
v_5 = v;
} else {
v_5 = (4u + tint_resource_table_metadata.Load(0u));
}
uint v_6 = v_5;
bool v_7 = false;
if ((sampler_kind == 40u)) {
v_7 = true;
} else {
v_7 = true;
}
float4 v_8 = (0.0f).xxxx;
if (v_7) {
v_8 = t.Sample(tint_resource_table_array_2[v_6], (0.0f).xx);
} else {
uint v_9 = (4u + tint_resource_table_metadata.Load(0u));
v_8 = t.Sample(tint_resource_table_array_2[v_9], (0.0f).xx);
}
return v_8;
}
fs_outputs fs() {
fs_outputs v_10 = {fs_inner()};
return v_10;
}