| float tint_trunc(float param_0) { |
| return param_0 < 0 ? ceil(param_0) : floor(param_0); |
| } |
| |
| float16_t tint_sinh(float16_t x) { |
| return log((x + sqrt(((x * x) + float16_t(1.0h))))); |
| } |
| |
| void asinh_468a48() { |
| float16_t arg_0 = float16_t(0.0h); |
| float16_t res = tint_sinh(arg_0); |
| } |
| |
| struct tint_symbol_4 { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| asinh_468a48(); |
| return (0.0f).xxxx; |
| } |
| |
| tint_symbol_4 vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol_4 wrapper_result = (tint_symbol_4)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| void fragment_main() { |
| asinh_468a48(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void rgba32uintin() { |
| asinh_468a48(); |
| return; |
| } |
| |
| static float2 rand_seed = float2(0.0f, 0.0f); |
| |
| cbuffer cbuffer_render_params : register(b5) { |
| uint4 render_params[6]; |
| }; |
| |
| struct VertexInput { |
| float3 position; |
| float4 color; |
| float2 quad_pos; |
| }; |
| struct VertexOutput { |
| float4 position; |
| float4 color; |
| float2 quad_pos; |
| }; |
| struct tint_symbol_6 { |
| float3 position : TEXCOORD0; |
| float4 color : TEXCOORD1; |
| float2 quad_pos : TEXCOORD2; |
| }; |
| struct tint_symbol_7 { |
| float4 color : TEXCOORD0; |
| float2 quad_pos : TEXCOORD1; |
| float4 position : SV_Position; |
| }; |
| |
| float4x4 render_params_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(render_params[scalar_offset / 4]), asfloat(render_params[scalar_offset_1 / 4]), asfloat(render_params[scalar_offset_2 / 4]), asfloat(render_params[scalar_offset_3 / 4])); |
| } |
| |
| VertexOutput vs_main_inner(VertexInput tint_symbol) { |
| float3 quad_pos = mul(tint_symbol.quad_pos, float2x3(asfloat(render_params[4].xyz), asfloat(render_params[5].xyz))); |
| float3 position = (tint_symbol.position - (quad_pos + 0.00999999977648258209f)); |
| VertexOutput tint_symbol_1 = (VertexOutput)0; |
| tint_symbol_1.position = mul(float4(position, 1.0f), render_params_load_1(0u)); |
| tint_symbol_1.color = tint_symbol.color; |
| tint_symbol_1.quad_pos = tint_symbol.quad_pos; |
| return tint_symbol_1; |
| } |
| |
| tint_symbol_7 vs_main(tint_symbol_6 tint_symbol_5) { |
| const VertexInput tint_symbol_12 = {tint_symbol_5.position, tint_symbol_5.color, tint_symbol_5.quad_pos}; |
| const VertexOutput inner_result_1 = vs_main_inner(tint_symbol_12); |
| tint_symbol_7 wrapper_result_1 = (tint_symbol_7)0; |
| wrapper_result_1.position = inner_result_1.position; |
| wrapper_result_1.color = inner_result_1.color; |
| wrapper_result_1.quad_pos = inner_result_1.quad_pos; |
| return wrapper_result_1; |
| } |
| |
| struct Particle { |
| float3 position; |
| float lifetime; |
| float4 color; |
| float2 velocity; |
| }; |
| |
| cbuffer cbuffer_sim_params : register(b0) { |
| uint4 sim_params[2]; |
| }; |
| RWByteAddressBuffer data : register(u1); |
| Texture1D<float4> tint_symbol_2 : register(t2); |
| |
| struct tint_symbol_9 { |
| uint3 GlobalInvocationID : SV_DispatchThreadID; |
| }; |
| |
| Particle data_load(uint offset) { |
| const Particle tint_symbol_13 = {asfloat(data.Load3((offset + 0u))), asfloat(data.Load((offset + 12u))), asfloat(data.Load4((offset + 16u))), asfloat(data.Load2((offset + 32u)))}; |
| return tint_symbol_13; |
| } |
| |
| void data_store(uint offset, Particle value) { |
| data.Store3((offset + 0u), asuint(value.position)); |
| data.Store((offset + 12u), asuint(value.lifetime)); |
| data.Store4((offset + 16u), asuint(value.color)); |
| data.Store2((offset + 32u), asuint(value.velocity)); |
| } |
| |
| void simulate_inner(uint3 GlobalInvocationID) { |
| rand_seed = ((asfloat(sim_params[1]).xy * float2(GlobalInvocationID.xy)) * asfloat(sim_params[1]).zw); |
| const uint idx = GlobalInvocationID.x; |
| Particle particle = data_load((48u * idx)); |
| data_store((48u * idx), particle); |
| } |
| |
| [numthreads(64, 1, 1)] |
| void simulate(tint_symbol_9 tint_symbol_8) { |
| simulate_inner(tint_symbol_8.GlobalInvocationID); |
| return; |
| } |
| |
| cbuffer cbuffer_ubo : register(b3) { |
| uint4 ubo[1]; |
| }; |
| ByteAddressBuffer buf_in : register(t4); |
| RWByteAddressBuffer buf_out : register(u5); |
| Texture2D<float4> tex_in : register(t6); |
| RWTexture2D<float4> tex_out : register(u7); |
| |
| float tint_float_mod(float lhs, float rhs) { |
| return (lhs - (tint_trunc((lhs / rhs)) * rhs)); |
| } |
| |
| struct tint_symbol_11 { |
| uint3 coord : SV_DispatchThreadID; |
| }; |
| |
| void export_level_inner(uint3 coord) { |
| uint2 tint_tmp; |
| tex_out.GetDimensions(tint_tmp.x, tint_tmp.y); |
| if (all((coord.xy < uint2(tint_tmp)))) { |
| const uint dst_offset = (coord.x << ((coord.y * ubo[0].x) & 31u)); |
| const uint src_offset = ((coord.x - 2u) + ((coord.y >> 2u) * ubo[0].x)); |
| const float a = asfloat(buf_in.Load((4u * (src_offset << 0u)))); |
| const float b = asfloat(buf_in.Load((4u * (src_offset + 1u)))); |
| const float c = asfloat(buf_in.Load((4u * ((src_offset + 1u) + ubo[0].x)))); |
| const float d = asfloat(buf_in.Load((4u * ((src_offset + 1u) + ubo[0].x)))); |
| const float sum = dot(float4(a, b, c, d), (1.0f).xxxx); |
| buf_out.Store((4u * dst_offset), asuint(tint_float_mod(sum, 4.0f))); |
| const float4 probabilities = (float4(a, (a * b), ((a / b) + c), sum) + max(sum, 0.0f)); |
| tex_out[int2(coord.xy)] = probabilities; |
| } |
| } |
| |
| [numthreads(64, 1, 1)] |
| void export_level(tint_symbol_11 tint_symbol_10) { |
| export_level_inner(tint_symbol_10.coord); |
| return; |
| } |