| struct main_outputs { |
| float4 tint_symbol : SV_Position; |
| }; |
| |
| struct main_inputs { |
| uint gl_VertexIndex : SV_VertexID; |
| }; |
| |
| |
| cbuffer cbuffer_x_20 : register(b0) { |
| uint4 x_20[1]; |
| }; |
| cbuffer cbuffer_x_26 : register(b0, space1) { |
| uint4 x_26[1]; |
| }; |
| float2x2 v(uint start_byte_offset) { |
| uint4 v_1 = x_26[(start_byte_offset / 16u)]; |
| float2 v_2 = asfloat((((((start_byte_offset % 16u) / 4u) == 2u)) ? (v_1.zw) : (v_1.xy))); |
| uint4 v_3 = x_26[((8u + start_byte_offset) / 16u)]; |
| return float2x2(v_2, asfloat(((((((8u + start_byte_offset) % 16u) / 4u) == 2u)) ? (v_3.zw) : (v_3.xy)))); |
| } |
| |
| float2x2 v_4(uint start_byte_offset) { |
| uint4 v_5 = x_20[(start_byte_offset / 16u)]; |
| float2 v_6 = asfloat((((((start_byte_offset % 16u) / 4u) == 2u)) ? (v_5.zw) : (v_5.xy))); |
| uint4 v_7 = x_20[((8u + start_byte_offset) / 16u)]; |
| return float2x2(v_6, asfloat(((((((8u + start_byte_offset) % 16u) / 4u) == 2u)) ? (v_7.zw) : (v_7.xy)))); |
| } |
| |
| float4 main_inner(uint gl_VertexIndex) { |
| float2 indexable[3] = (float2[3])0; |
| float2x2 x_23 = v_4(0u); |
| float2x2 x_28 = v(0u); |
| uint x_46 = gl_VertexIndex; |
| float2 v_8[3] = {float2(-1.0f, 1.0f), (1.0f).xx, (-1.0f).xx}; |
| indexable = v_8; |
| float2 x_51 = indexable[x_46]; |
| float2 x_52 = mul(x_51, float2x2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u]))); |
| return float4(x_52[0u], x_52[1u], 0.0f, 1.0f); |
| } |
| |
| main_outputs main(main_inputs inputs) { |
| main_outputs v_9 = {main_inner(inputs.gl_VertexIndex)}; |
| return v_9; |
| } |
| |