blob: 6ceaa6cc503df1c578cf40d14d9cf8d90d9058bc [file] [log] [blame]
struct main_inputs {
uint3 gl_GlobalInvocationID_param : SV_DispatchThreadID;
};
static uint3 gl_GlobalInvocationID = (0u).xxx;
RWByteAddressBuffer resultMatrix : register(u2);
ByteAddressBuffer firstMatrix : register(t0);
ByteAddressBuffer secondMatrix : register(t1);
cbuffer cbuffer_x_46 : register(b3) {
uint4 x_46[1];
};
float binaryOperation_f1_f1_(inout float a, inout float b) {
float x_26 = 0.0f;
if ((b == 0.0f)) {
return 1.0f;
}
float x_21 = b;
if (!((round((x_21 - (2.0f * floor((x_21 / 2.0f))))) == 1.0f))) {
float v = abs(a);
x_26 = pow(v, b);
} else {
float v_1 = float(sign(a));
float v_2 = abs(a);
x_26 = (v_1 * pow(v_2, b));
}
float x_41 = x_26;
return x_41;
}
void main_1() {
int index = int(0);
int a_1 = int(0);
float param = 0.0f;
float param_1 = 0.0f;
index = asint(gl_GlobalInvocationID.x);
a_1 = int(-10);
int x_63 = index;
param = -4.0f;
param_1 = -3.0f;
float x_68 = binaryOperation_f1_f1_(param, param_1);
uint v_3 = (0u + (uint(x_63) * 4u));
resultMatrix.Store(v_3, asuint(x_68));
}
void main_inner(uint3 gl_GlobalInvocationID_param) {
gl_GlobalInvocationID = gl_GlobalInvocationID_param;
main_1();
}
[numthreads(1, 1, 1)]
void main(main_inputs inputs) {
main_inner(inputs.gl_GlobalInvocationID_param);
}