| static float3 position_1 = float3(0.0f, 0.0f, 0.0f); |
| cbuffer cbuffer_x_14 : register(b2, space2) { |
| uint4 x_14[17]; |
| }; |
| static float2 vUV = float2(0.0f, 0.0f); |
| static float2 uv = float2(0.0f, 0.0f); |
| static float3 normal = float3(0.0f, 0.0f, 0.0f); |
| static float4 gl_Position = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| float4x4 x_14_load_1(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(x_14[scalar_offset / 4]), asfloat(x_14[scalar_offset_1 / 4]), asfloat(x_14[scalar_offset_2 / 4]), asfloat(x_14[scalar_offset_3 / 4])); |
| } |
| |
| void main_1() { |
| float4 q = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float3 p = float3(0.0f, 0.0f, 0.0f); |
| q = float4(position_1.x, position_1.y, position_1.z, 1.0f); |
| p = q.xyz; |
| p.x = (p.x + sin(((asfloat(x_14[13].x) * position_1.y) + asfloat(x_14[4].x)))); |
| p.y = (p.y + sin((asfloat(x_14[4].x) + 4.0f))); |
| gl_Position = mul(float4(p.x, p.y, p.z, 1.0f), x_14_load_1(0u)); |
| vUV = uv; |
| gl_Position.y = (gl_Position.y * -1.0f); |
| return; |
| } |
| |
| struct main_out { |
| float4 gl_Position; |
| float2 vUV_1; |
| }; |
| struct tint_symbol_1 { |
| float3 position_1_param : TEXCOORD0; |
| float3 normal_param : TEXCOORD1; |
| float2 uv_param : TEXCOORD2; |
| }; |
| struct tint_symbol_2 { |
| float2 vUV_1 : TEXCOORD0; |
| float4 gl_Position : SV_Position; |
| }; |
| |
| main_out main_inner(float3 position_1_param, float2 uv_param, float3 normal_param) { |
| position_1 = position_1_param; |
| uv = uv_param; |
| normal = normal_param; |
| main_1(); |
| main_out tint_symbol_3 = {gl_Position, vUV}; |
| return tint_symbol_3; |
| } |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| main_out inner_result = main_inner(tint_symbol.position_1_param, tint_symbol.uv_param, tint_symbol.normal_param); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.gl_Position = inner_result.gl_Position; |
| wrapper_result.vUV_1 = inner_result.vUV_1; |
| return wrapper_result; |
| } |