| struct ExternalTextureParams { |
| uint numPlanes; |
| float vr; |
| float ug; |
| float vg; |
| float ub; |
| }; |
| |
| Texture2D<float4> ext_tex_plane_1 : register(t1, space1); |
| cbuffer cbuffer_ext_tex_params : register(b2, space1) { |
| uint4 ext_tex_params[2]; |
| }; |
| Texture2D<float4> arg_0 : register(t0, space1); |
| |
| float4 textureLoadExternal(Texture2D<float4> plane0, Texture2D<float4> plane1, int2 coord, ExternalTextureParams params) { |
| if ((params.numPlanes == 1u)) { |
| return plane0.Load(int3(coord, 0)); |
| } |
| const float y = (plane0.Load(int3(coord, 0)).r - 0.0625f); |
| const float2 uv = (plane1.Load(int3(coord, 0)).rg - 0.5f); |
| const float u = uv.x; |
| const float v = uv.y; |
| const float r = ((1.164000034f * y) + (params.vr * v)); |
| const float g = (((1.164000034f * y) - (params.ug * u)) - (params.vg * v)); |
| const float b = ((1.164000034f * y) + (params.ub * u)); |
| return float4(r, g, b, 1.0f); |
| } |
| |
| ExternalTextureParams tint_symbol_1(uint4 buffer[2], uint offset) { |
| const uint scalar_offset = ((offset + 0u)) / 4; |
| const uint scalar_offset_1 = ((offset + 4u)) / 4; |
| const uint scalar_offset_2 = ((offset + 8u)) / 4; |
| const uint scalar_offset_3 = ((offset + 12u)) / 4; |
| const uint scalar_offset_4 = ((offset + 16u)) / 4; |
| const ExternalTextureParams tint_symbol_4 = {buffer[scalar_offset / 4][scalar_offset % 4], asfloat(buffer[scalar_offset_1 / 4][scalar_offset_1 % 4]), asfloat(buffer[scalar_offset_2 / 4][scalar_offset_2 % 4]), asfloat(buffer[scalar_offset_3 / 4][scalar_offset_3 % 4]), asfloat(buffer[scalar_offset_4 / 4][scalar_offset_4 % 4])}; |
| return tint_symbol_4; |
| } |
| |
| void textureLoad_8acf41() { |
| float4 res = textureLoadExternal(arg_0, ext_tex_plane_1, int2(0, 0), tint_symbol_1(ext_tex_params, 0u)); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| textureLoad_8acf41(); |
| return float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| tint_symbol vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| void fragment_main() { |
| textureLoad_8acf41(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureLoad_8acf41(); |
| return; |
| } |