| struct VertexOutputs { |
| float2 texcoords; |
| float4 position; |
| }; |
| |
| struct vs_main_outputs { |
| float2 VertexOutputs_texcoords : TEXCOORD0; |
| float4 VertexOutputs_position : SV_Position; |
| }; |
| |
| struct vs_main_inputs { |
| uint VertexIndex : SV_VertexID; |
| }; |
| |
| struct fs_main_outputs { |
| float4 tint_symbol : SV_Target0; |
| }; |
| |
| struct fs_main_inputs { |
| float2 texcoord : TEXCOORD0; |
| }; |
| |
| |
| cbuffer cbuffer_uniforms : register(b0) { |
| uint4 uniforms[1]; |
| }; |
| SamplerState mySampler : register(s1); |
| Texture2D<float4> myTexture : register(t2); |
| static bool continue_execution = true; |
| VertexOutputs vs_main_inner(uint VertexIndex) { |
| float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}; |
| VertexOutputs output = (VertexOutputs)0; |
| output.position = float4(((texcoord[VertexIndex] * 2.0f) - (1.0f).xx), 0.0f, 1.0f); |
| bool flipY = (asfloat(uniforms[0u].y) < 0.0f); |
| if (flipY) { |
| output.texcoords = ((((texcoord[VertexIndex] * asfloat(uniforms[0u].xy)) + asfloat(uniforms[0u].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)); |
| } else { |
| output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(uniforms[0u].xy)) + asfloat(uniforms[0u].zw)); |
| } |
| VertexOutputs v = output; |
| return v; |
| } |
| |
| float4 fs_main_inner(float2 texcoord) { |
| float2 clampedTexcoord = clamp(texcoord, (0.0f).xx, (1.0f).xx); |
| if (!(all((clampedTexcoord == texcoord)))) { |
| continue_execution = false; |
| } |
| float4 srcColor = (0.0f).xxxx; |
| return srcColor; |
| } |
| |
| vs_main_outputs vs_main(vs_main_inputs inputs) { |
| VertexOutputs v_1 = vs_main_inner(inputs.VertexIndex); |
| vs_main_outputs v_2 = {v_1.texcoords, v_1.position}; |
| return v_2; |
| } |
| |
| fs_main_outputs fs_main(fs_main_inputs inputs) { |
| fs_main_outputs v_3 = {fs_main_inner(inputs.texcoord)}; |
| if (!(continue_execution)) { |
| discard; |
| } |
| return v_3; |
| } |
| |