| struct VertexOutput { |
| float4 vtxFragColor; |
| float4 Position; |
| }; |
| |
| struct VertexInput { |
| float4 cur_position; |
| float4 color; |
| }; |
| |
| struct vtx_main_outputs { |
| float4 VertexOutput_vtxFragColor : TEXCOORD0; |
| float4 VertexOutput_Position : SV_Position; |
| }; |
| |
| struct vtx_main_inputs { |
| float4 VertexInput_cur_position : TEXCOORD0; |
| float4 VertexInput_color : TEXCOORD1; |
| }; |
| |
| struct frag_main_outputs { |
| float4 tint_symbol : SV_Target0; |
| }; |
| |
| struct frag_main_inputs { |
| float4 fragColor : TEXCOORD0; |
| }; |
| |
| |
| cbuffer cbuffer_uniforms : register(b0) { |
| uint4 uniforms[4]; |
| }; |
| float4x4 v(uint start_byte_offset) { |
| float4 v_1 = asfloat(uniforms[(start_byte_offset / 16u)]); |
| float4 v_2 = asfloat(uniforms[((16u + start_byte_offset) / 16u)]); |
| float4 v_3 = asfloat(uniforms[((32u + start_byte_offset) / 16u)]); |
| return float4x4(v_1, v_2, v_3, asfloat(uniforms[((48u + start_byte_offset) / 16u)])); |
| } |
| |
| VertexOutput vtx_main_inner(VertexInput input) { |
| VertexOutput output = (VertexOutput)0; |
| output.Position = mul(input.cur_position, v(0u)); |
| output.vtxFragColor = input.color; |
| VertexOutput v_4 = output; |
| return v_4; |
| } |
| |
| float4 frag_main_inner(float4 fragColor) { |
| return fragColor; |
| } |
| |
| vtx_main_outputs vtx_main(vtx_main_inputs inputs) { |
| VertexInput v_5 = {inputs.VertexInput_cur_position, inputs.VertexInput_color}; |
| VertexOutput v_6 = vtx_main_inner(v_5); |
| vtx_main_outputs v_7 = {v_6.vtxFragColor, v_6.Position}; |
| return v_7; |
| } |
| |
| frag_main_outputs frag_main(frag_main_inputs inputs) { |
| frag_main_outputs v_8 = {frag_main_inner(inputs.fragColor)}; |
| return v_8; |
| } |
| |