| struct main_out { |
| float4 glFragColor_1; |
| }; |
| |
| struct main_outputs { |
| float4 main_out_glFragColor_1 : SV_Target0; |
| }; |
| |
| struct main_inputs { |
| float3 vPosition_param : TEXCOORD0; |
| float2 vUV_param : TEXCOORD1; |
| float2 tUV_param : TEXCOORD2; |
| float2 stageUnits_1_param : TEXCOORD3; |
| float2 levelUnits_param : TEXCOORD4; |
| float2 tileID_1_param : TEXCOORD5; |
| }; |
| |
| |
| cbuffer cbuffer_x_20 : register(b9, space2) { |
| uint4 x_20[8]; |
| }; |
| Texture2D<float4> frameMapTexture : register(t3, space2); |
| SamplerState frameMapSampler : register(s2, space2); |
| static float2 tUV = (0.0f).xx; |
| Texture2D<float4> tileMapsTexture0 : register(t5, space2); |
| SamplerState tileMapsSampler : register(s4, space2); |
| Texture2D<float4> tileMapsTexture1 : register(t6, space2); |
| Texture2D<float4> animationMapTexture : register(t8, space2); |
| SamplerState animationMapSampler : register(s7, space2); |
| static float mt = 0.0f; |
| Texture2D<float4> spriteSheetTexture : register(t1, space2); |
| SamplerState spriteSheetSampler : register(s0, space2); |
| static float4 glFragColor = (0.0f).xxxx; |
| static float2 tileID_1 = (0.0f).xx; |
| static float2 levelUnits = (0.0f).xx; |
| static float2 stageUnits_1 = (0.0f).xx; |
| static float3 vPosition = (0.0f).xxx; |
| static float2 vUV = (0.0f).xx; |
| float4x4 getFrameData_f1_(inout float frameID) { |
| float fX = 0.0f; |
| float x_15 = frameID; |
| float x_25 = asfloat(x_20[6u].w); |
| fX = (x_15 / x_25); |
| float x_37 = fX; |
| float2 v = float2(x_37, 0.0f); |
| float4 x_40 = frameMapTexture.SampleBias(frameMapSampler, v, clamp(0.0f, -16.0f, 15.9899997711181640625f)); |
| float x_44 = fX; |
| float2 v_1 = float2(x_44, 0.25f); |
| float4 x_47 = frameMapTexture.SampleBias(frameMapSampler, v_1, clamp(0.0f, -16.0f, 15.9899997711181640625f)); |
| float x_51 = fX; |
| float2 v_2 = float2(x_51, 0.5f); |
| float4 x_54 = frameMapTexture.SampleBias(frameMapSampler, v_2, clamp(0.0f, -16.0f, 15.9899997711181640625f)); |
| float4 v_3 = float4(x_40[0u], x_40[1u], x_40[2u], x_40[3u]); |
| float4 v_4 = float4(x_47[0u], x_47[1u], x_47[2u], x_47[3u]); |
| return float4x4(v_3, v_4, float4(x_54[0u], x_54[1u], x_54[2u], x_54[3u]), (0.0f).xxxx); |
| } |
| |
| void main_1() { |
| float4 color = (0.0f).xxxx; |
| float2 tileUV = (0.0f).xx; |
| float2 tileID = (0.0f).xx; |
| float2 sheetUnits = (0.0f).xx; |
| float spriteUnits = 0.0f; |
| float2 stageUnits = (0.0f).xx; |
| int i = int(0); |
| float frameID_1 = 0.0f; |
| float4 animationData = (0.0f).xxxx; |
| float f = 0.0f; |
| float4x4 frameData = float4x4((0.0f).xxxx, (0.0f).xxxx, (0.0f).xxxx, (0.0f).xxxx); |
| float param = 0.0f; |
| float2 frameSize = (0.0f).xx; |
| float2 offset_1 = (0.0f).xx; |
| float2 ratio = (0.0f).xx; |
| float4 nc = (0.0f).xxxx; |
| float alpha = 0.0f; |
| float3 mixed = (0.0f).xxx; |
| color = (0.0f).xxxx; |
| float2 x_86 = tUV; |
| tileUV = frac(x_86); |
| float x_91 = tileUV.y; |
| tileUV[1u] = (1.0f - x_91); |
| float2 x_95 = tUV; |
| tileID = floor(x_95); |
| float2 x_101 = asfloat(x_20[6u].xy); |
| sheetUnits = ((1.0f).xx / x_101); |
| float x_106 = asfloat(x_20[6u].w); |
| spriteUnits = (1.0f / x_106); |
| float2 x_111 = asfloat(x_20[5u].zw); |
| stageUnits = ((1.0f).xx / x_111); |
| i = int(0); |
| { |
| while(true) { |
| int x_122 = i; |
| if ((x_122 < int(2))) { |
| } else { |
| break; |
| } |
| int x_126 = i; |
| switch(x_126) { |
| case int(1): |
| { |
| float2 x_150 = tileID; |
| float2 x_154 = asfloat(x_20[5u].zw); |
| float4 x_156 = tileMapsTexture1.SampleBias(tileMapsSampler, ((x_150 + (0.5f).xx) / x_154), clamp(0.0f, -16.0f, 15.9899997711181640625f)); |
| frameID_1 = x_156[0u]; |
| break; |
| } |
| case int(0): |
| { |
| float2 x_136 = tileID; |
| float2 x_140 = asfloat(x_20[5u].zw); |
| float4 x_142 = tileMapsTexture0.SampleBias(tileMapsSampler, ((x_136 + (0.5f).xx) / x_140), clamp(0.0f, -16.0f, 15.9899997711181640625f)); |
| frameID_1 = x_142[0u]; |
| break; |
| } |
| default: |
| { |
| break; |
| } |
| } |
| float x_166 = frameID_1; |
| float x_169 = asfloat(x_20[6u].w); |
| float2 v_5 = float2(((x_166 + 0.5f) / x_169), 0.0f); |
| float4 x_172 = animationMapTexture.SampleBias(animationMapSampler, v_5, clamp(0.0f, -16.0f, 15.9899997711181640625f)); |
| animationData = x_172; |
| float x_174 = animationData.y; |
| if ((x_174 > 0.0f)) { |
| float x_181 = asfloat(x_20[0u].x); |
| float x_184 = animationData.z; |
| float v_6 = ((x_181 * x_184) / 1.0f); |
| float v_7 = floor(v_6); |
| mt = ((x_181 * x_184) - ((((v_6 < 0.0f)) ? (ceil(v_6)) : (v_7)) * 1.0f)); |
| f = 0.0f; |
| { |
| while(true) { |
| float x_193 = f; |
| if ((x_193 < 8.0f)) { |
| } else { |
| break; |
| } |
| float x_197 = animationData.y; |
| float x_198 = mt; |
| if ((x_197 > x_198)) { |
| float x_203 = animationData.x; |
| frameID_1 = x_203; |
| break; |
| } |
| float x_208 = frameID_1; |
| float x_211 = asfloat(x_20[6u].w); |
| float x_214 = f; |
| float4 x_217 = (0.0f).xxxx; |
| animationData = x_217; |
| { |
| float x_218 = f; |
| f = (x_218 + 1.0f); |
| } |
| continue; |
| } |
| } |
| } |
| float x_222 = frameID_1; |
| param = (x_222 + 0.5f); |
| float4x4 x_225 = getFrameData_f1_(param); |
| frameData = x_225; |
| float4 x_228 = frameData[int(0)]; |
| float2 x_231 = asfloat(x_20[6u].xy); |
| frameSize = (float2(x_228[3u], x_228[2u]) / x_231); |
| float4 x_235 = frameData[int(0)]; |
| float2 x_237 = sheetUnits; |
| offset_1 = (float2(x_235[0u], x_235[1u]) * x_237); |
| float4 x_241 = frameData[int(2)]; |
| float4 x_244 = frameData[int(0)]; |
| float2 v_8 = float2(x_241[0u], x_241[1u]); |
| ratio = (v_8 / float2(x_244[3u], x_244[2u])); |
| float x_248 = frameData[int(2)].z; |
| if ((x_248 == 1.0f)) { |
| float2 x_252 = tileUV; |
| tileUV = float2(x_252[1u], x_252[0u]); |
| } |
| int x_254 = i; |
| if ((x_254 == int(0))) { |
| float2 x_263 = tileUV; |
| float2 x_264 = frameSize; |
| float2 x_266 = offset_1; |
| float4 x_268 = spriteSheetTexture.Sample(spriteSheetSampler, ((x_263 * x_264) + x_266)); |
| color = x_268; |
| } else { |
| float2 x_274 = tileUV; |
| float2 x_275 = frameSize; |
| float2 x_277 = offset_1; |
| float4 x_279 = spriteSheetTexture.Sample(spriteSheetSampler, ((x_274 * x_275) + x_277)); |
| nc = x_279; |
| float x_283 = color.w; |
| float x_285 = nc.w; |
| alpha = min((x_283 + x_285), 1.0f); |
| float4 x_290 = color; |
| float4 x_292 = nc; |
| float x_295 = nc.w; |
| float3 v_9 = float3(x_290[0u], x_290[1u], x_290[2u]); |
| float3 v_10 = float3(x_292[0u], x_292[1u], x_292[2u]); |
| mixed = lerp(v_9, v_10, float3(x_295, x_295, x_295)); |
| float3 x_298 = mixed; |
| float x_299 = alpha; |
| color = float4(x_298[0u], x_298[1u], x_298[2u], x_299); |
| } |
| { |
| int x_304 = i; |
| i = (x_304 + int(1)); |
| } |
| continue; |
| } |
| } |
| float3 x_310 = asfloat(x_20[7u].xyz); |
| float4 x_311 = color; |
| float3 x_313 = (float3(x_311[0u], x_311[1u], x_311[2u]) * x_310); |
| float4 x_314 = color; |
| color = float4(x_313[0u], x_313[1u], x_313[2u], x_314[3u]); |
| float4 x_318 = color; |
| glFragColor = x_318; |
| } |
| |
| main_out main_inner(float2 tUV_param, float2 tileID_1_param, float2 levelUnits_param, float2 stageUnits_1_param, float3 vPosition_param, float2 vUV_param) { |
| tUV = tUV_param; |
| tileID_1 = tileID_1_param; |
| levelUnits = levelUnits_param; |
| stageUnits_1 = stageUnits_1_param; |
| vPosition = vPosition_param; |
| vUV = vUV_param; |
| main_1(); |
| main_out v_11 = {glFragColor}; |
| return v_11; |
| } |
| |
| main_outputs main(main_inputs inputs) { |
| main_out v_12 = main_inner(inputs.tUV_param, inputs.tileID_1_param, inputs.levelUnits_param, inputs.stageUnits_1_param, inputs.vPosition_param, inputs.vUV_param); |
| main_outputs v_13 = {v_12.glFragColor_1}; |
| return v_13; |
| } |
| |