| struct foo_outputs { |
| int tint_symbol_1 : SV_Target0; |
| }; |
| |
| struct foo_inputs { |
| float tint_symbol : TEXCOORD0; |
| float2 coord : TEXCOORD1; |
| }; |
| |
| |
| Texture2D<float4> t : register(t0); |
| SamplerState s : register(s1); |
| RWByteAddressBuffer a : register(u2); |
| static bool continue_execution = true; |
| int tint_f32_to_i32(float value) { |
| return (((value <= 2147483520.0f)) ? ((((value >= -2147483648.0f)) ? (int(value)) : (int(-2147483648)))) : (int(2147483647))); |
| } |
| |
| int foo_inner(float tint_symbol, float2 coord) { |
| if ((tint_symbol == 0.0f)) { |
| continue_execution = false; |
| } |
| int result = tint_f32_to_i32(t.Sample(s, coord)[0u]); |
| { |
| int i = int(0); |
| while(true) { |
| if ((i < int(10))) { |
| } else { |
| break; |
| } |
| result = (result + i); |
| { |
| int v = int(0); |
| a.InterlockedAdd(int(0u), int(1), v); |
| i = v; |
| } |
| continue; |
| } |
| } |
| return result; |
| } |
| |
| foo_outputs foo(foo_inputs inputs) { |
| foo_outputs v_1 = {foo_inner(inputs.tint_symbol, inputs.coord)}; |
| if (!(continue_execution)) { |
| discard; |
| } |
| return v_1; |
| } |
| |