| static bool tint_discarded = false; |
| return ((v < 2147483520.0f) ? ((v < -2147483648.0f) ? -2147483648 : int(v)) : 2147483647); |
| Texture2D<float4> t : register(t0); |
| SamplerState s : register(s1); |
| RWByteAddressBuffer a : register(u2); |
| float tint_symbol : TEXCOORD0; |
| float2 coord : TEXCOORD1; |
| int aatomicAdd(uint offset, int value) { |
| a.InterlockedAdd(offset, value, original_value); |
| int foo_inner(float tint_symbol, float2 coord) { |
| if ((tint_symbol == 0.0f)) { |
| float4 tint_symbol_1 = t.Sample(s, coord); |
| int result = tint_ftoi(tint_symbol_1.x); |
| tint_symbol_5 = aatomicAdd(0u, 1); |
| tint_symbol_4 foo(tint_symbol_3 tint_symbol_2) { |
| int inner_result = foo_inner(tint_symbol_2.tint_symbol, tint_symbol_2.coord); |
| tint_symbol_4 wrapper_result = (tint_symbol_4)0; |
| wrapper_result.value = inner_result; |