| cbuffer cbuffer_uniforms : register(b0) { |
| uint4 uniforms[4]; |
| }; |
| |
| struct VertexInput { |
| float4 cur_position; |
| float4 color; |
| }; |
| struct VertexOutput { |
| float4 vtxFragColor; |
| float4 Position; |
| }; |
| struct tint_symbol_1 { |
| float4 cur_position : TEXCOORD0; |
| float4 color : TEXCOORD1; |
| }; |
| struct tint_symbol_2 { |
| float4 vtxFragColor : TEXCOORD0; |
| float4 Position : SV_Position; |
| }; |
| |
| float4x4 uniforms_load(uint offset) { |
| const uint scalar_offset = ((offset + 0u)) / 4; |
| const uint scalar_offset_1 = ((offset + 16u)) / 4; |
| const uint scalar_offset_2 = ((offset + 32u)) / 4; |
| const uint scalar_offset_3 = ((offset + 48u)) / 4; |
| return float4x4(asfloat(uniforms[scalar_offset / 4]), asfloat(uniforms[scalar_offset_1 / 4]), asfloat(uniforms[scalar_offset_2 / 4]), asfloat(uniforms[scalar_offset_3 / 4])); |
| } |
| |
| VertexOutput vtx_main_inner(VertexInput input) { |
| VertexOutput output = (VertexOutput)0; |
| output.Position = mul(input.cur_position, uniforms_load(0u)); |
| output.vtxFragColor = input.color; |
| return output; |
| } |
| |
| tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) { |
| VertexInput tint_symbol_6 = {tint_symbol.cur_position, tint_symbol.color}; |
| VertexOutput inner_result = vtx_main_inner(tint_symbol_6); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.vtxFragColor = inner_result.vtxFragColor; |
| wrapper_result.Position = inner_result.Position; |
| return wrapper_result; |
| } |
| |
| struct tint_symbol_4 { |
| float4 fragColor : TEXCOORD0; |
| }; |
| struct tint_symbol_5 { |
| float4 value : SV_Target0; |
| }; |
| |
| float4 frag_main_inner(float4 fragColor) { |
| return fragColor; |
| } |
| |
| tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) { |
| float4 inner_result_1 = frag_main_inner(tint_symbol_3.fragColor); |
| tint_symbol_5 wrapper_result_1 = (tint_symbol_5)0; |
| wrapper_result_1.value = inner_result_1; |
| return wrapper_result_1; |
| } |