| float tint_trunc(float param_0) { |
| return param_0 < 0 ? ceil(param_0) : floor(param_0); |
| } |
| |
| cbuffer cbuffer_x_20 : register(b9, space2) { |
| uint4 x_20[8]; |
| }; |
| Texture2D<float4> frameMapTexture : register(t3, space2); |
| SamplerState frameMapSampler : register(s2, space2); |
| static float2 tUV = float2(0.0f, 0.0f); |
| Texture2D<float4> tileMapsTexture0 : register(t5, space2); |
| SamplerState tileMapsSampler : register(s4, space2); |
| Texture2D<float4> tileMapsTexture1 : register(t6, space2); |
| Texture2D<float4> animationMapTexture : register(t8, space2); |
| SamplerState animationMapSampler : register(s7, space2); |
| static float mt = 0.0f; |
| Texture2D<float4> spriteSheetTexture : register(t1, space2); |
| SamplerState spriteSheetSampler : register(s0, space2); |
| static float4 glFragColor = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| static float2 tileID_1 = float2(0.0f, 0.0f); |
| static float2 levelUnits = float2(0.0f, 0.0f); |
| static float2 stageUnits_1 = float2(0.0f, 0.0f); |
| static float3 vPosition = float3(0.0f, 0.0f, 0.0f); |
| static float2 vUV = float2(0.0f, 0.0f); |
| |
| float4x4 getFrameData_f1_(inout float frameID) { |
| float fX = 0.0f; |
| float x_15 = frameID; |
| float x_25 = asfloat(x_20[6].w); |
| fX = (x_15 / x_25); |
| float x_37 = fX; |
| float4 x_40 = frameMapTexture.SampleBias(frameMapSampler, float2(x_37, 0.0f), 0.0f); |
| float x_44 = fX; |
| float4 x_47 = frameMapTexture.SampleBias(frameMapSampler, float2(x_44, 0.25f), 0.0f); |
| float x_51 = fX; |
| float4 x_54 = frameMapTexture.SampleBias(frameMapSampler, float2(x_51, 0.5f), 0.0f); |
| return float4x4(float4(x_40.x, x_40.y, x_40.z, x_40.w), float4(x_47.x, x_47.y, x_47.z, x_47.w), float4(x_54.x, x_54.y, x_54.z, x_54.w), (0.0f).xxxx); |
| } |
| |
| float tint_float_mod(float lhs, float rhs) { |
| return (lhs - (tint_trunc((lhs / rhs)) * rhs)); |
| } |
| |
| void main_1() { |
| float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float2 tileUV = float2(0.0f, 0.0f); |
| float2 tileID = float2(0.0f, 0.0f); |
| float2 sheetUnits = float2(0.0f, 0.0f); |
| float spriteUnits = 0.0f; |
| float2 stageUnits = float2(0.0f, 0.0f); |
| int i = 0; |
| float frameID_1 = 0.0f; |
| float4 animationData = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float f = 0.0f; |
| float4x4 frameData = float4x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); |
| float param = 0.0f; |
| float2 frameSize = float2(0.0f, 0.0f); |
| float2 offset_1 = float2(0.0f, 0.0f); |
| float2 ratio = float2(0.0f, 0.0f); |
| float4 nc = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float alpha = 0.0f; |
| float3 mixed = float3(0.0f, 0.0f, 0.0f); |
| color = (0.0f).xxxx; |
| float2 x_86 = tUV; |
| tileUV = frac(x_86); |
| float x_91 = tileUV.y; |
| tileUV.y = (1.0f - x_91); |
| float2 x_95 = tUV; |
| tileID = floor(x_95); |
| float2 x_101 = asfloat(x_20[6].xy); |
| sheetUnits = ((1.0f).xx / x_101); |
| float x_106 = asfloat(x_20[6].w); |
| spriteUnits = (1.0f / x_106); |
| float2 x_111 = asfloat(x_20[5].zw); |
| stageUnits = ((1.0f).xx / x_111); |
| i = 0; |
| while (true) { |
| int x_122 = i; |
| if ((x_122 < 2)) { |
| } else { |
| break; |
| } |
| int x_126 = i; |
| switch(x_126) { |
| case 1: { |
| float2 x_150 = tileID; |
| float2 x_154 = asfloat(x_20[5].zw); |
| float4 x_156 = tileMapsTexture1.SampleBias(tileMapsSampler, ((x_150 + (0.5f).xx) / x_154), 0.0f); |
| frameID_1 = x_156.x; |
| break; |
| } |
| case 0: { |
| float2 x_136 = tileID; |
| float2 x_140 = asfloat(x_20[5].zw); |
| float4 x_142 = tileMapsTexture0.SampleBias(tileMapsSampler, ((x_136 + (0.5f).xx) / x_140), 0.0f); |
| frameID_1 = x_142.x; |
| break; |
| } |
| default: { |
| break; |
| } |
| } |
| float x_166 = frameID_1; |
| float x_169 = asfloat(x_20[6].w); |
| float4 x_172 = animationMapTexture.SampleBias(animationMapSampler, float2(((x_166 + 0.5f) / x_169), 0.0f), 0.0f); |
| animationData = x_172; |
| float x_174 = animationData.y; |
| if ((x_174 > 0.0f)) { |
| float x_181 = asfloat(x_20[0].x); |
| float x_184 = animationData.z; |
| mt = tint_float_mod((x_181 * x_184), 1.0f); |
| f = 0.0f; |
| while (true) { |
| float x_193 = f; |
| if ((x_193 < 8.0f)) { |
| } else { |
| break; |
| } |
| float x_197 = animationData.y; |
| float x_198 = mt; |
| if ((x_197 > x_198)) { |
| float x_203 = animationData.x; |
| frameID_1 = x_203; |
| break; |
| } |
| float x_208 = frameID_1; |
| float x_211 = asfloat(x_20[6].w); |
| float x_214 = f; |
| float4 x_217 = (0.0f).xxxx; |
| animationData = x_217; |
| { |
| float x_218 = f; |
| f = (x_218 + 1.0f); |
| } |
| } |
| } |
| float x_222 = frameID_1; |
| param = (x_222 + 0.5f); |
| float4x4 x_225 = getFrameData_f1_(param); |
| frameData = x_225; |
| float4 x_228 = frameData[0]; |
| float2 x_231 = asfloat(x_20[6].xy); |
| frameSize = (float2(x_228.w, x_228.z) / x_231); |
| float4 x_235 = frameData[0]; |
| float2 x_237 = sheetUnits; |
| offset_1 = (float2(x_235.x, x_235.y) * x_237); |
| float4 x_241 = frameData[2]; |
| float4 x_244 = frameData[0]; |
| ratio = (float2(x_241.x, x_241.y) / float2(x_244.w, x_244.z)); |
| float x_248 = frameData[2].z; |
| if ((x_248 == 1.0f)) { |
| float2 x_252 = tileUV; |
| tileUV = float2(x_252.y, x_252.x); |
| } |
| int x_254 = i; |
| if ((x_254 == 0)) { |
| float2 x_263 = tileUV; |
| float2 x_264 = frameSize; |
| float2 x_266 = offset_1; |
| float4 x_268 = spriteSheetTexture.Sample(spriteSheetSampler, ((x_263 * x_264) + x_266)); |
| color = x_268; |
| } else { |
| float2 x_274 = tileUV; |
| float2 x_275 = frameSize; |
| float2 x_277 = offset_1; |
| float4 x_279 = spriteSheetTexture.Sample(spriteSheetSampler, ((x_274 * x_275) + x_277)); |
| nc = x_279; |
| float x_283 = color.w; |
| float x_285 = nc.w; |
| alpha = min((x_283 + x_285), 1.0f); |
| float4 x_290 = color; |
| float4 x_292 = nc; |
| float x_295 = nc.w; |
| mixed = lerp(float3(x_290.x, x_290.y, x_290.z), float3(x_292.x, x_292.y, x_292.z), float3(x_295, x_295, x_295)); |
| float3 x_298 = mixed; |
| float x_299 = alpha; |
| color = float4(x_298.x, x_298.y, x_298.z, x_299); |
| } |
| { |
| int x_304 = i; |
| i = (x_304 + 1); |
| } |
| } |
| float3 x_310 = asfloat(x_20[7].xyz); |
| float4 x_311 = color; |
| float3 x_313 = (float3(x_311.x, x_311.y, x_311.z) * x_310); |
| float4 x_314 = color; |
| color = float4(x_313.x, x_313.y, x_313.z, x_314.w); |
| float4 x_318 = color; |
| glFragColor = x_318; |
| return; |
| } |
| |
| struct main_out { |
| float4 glFragColor_1; |
| }; |
| struct tint_symbol_1 { |
| float3 vPosition_param : TEXCOORD0; |
| float2 vUV_param : TEXCOORD1; |
| float2 tUV_param : TEXCOORD2; |
| float2 stageUnits_1_param : TEXCOORD3; |
| float2 levelUnits_param : TEXCOORD4; |
| float2 tileID_1_param : TEXCOORD5; |
| }; |
| struct tint_symbol_2 { |
| float4 glFragColor_1 : SV_Target0; |
| }; |
| |
| main_out main_inner(float2 tUV_param, float2 tileID_1_param, float2 levelUnits_param, float2 stageUnits_1_param, float3 vPosition_param, float2 vUV_param) { |
| tUV = tUV_param; |
| tileID_1 = tileID_1_param; |
| levelUnits = levelUnits_param; |
| stageUnits_1 = stageUnits_1_param; |
| vPosition = vPosition_param; |
| vUV = vUV_param; |
| main_1(); |
| main_out tint_symbol_3 = {glFragColor}; |
| return tint_symbol_3; |
| } |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| main_out inner_result = main_inner(tint_symbol.tUV_param, tint_symbol.tileID_1_param, tint_symbol.levelUnits_param, tint_symbol.stageUnits_1_param, tint_symbol.vPosition_param, tint_symbol.vUV_param); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.glFragColor_1 = inner_result.glFragColor_1; |
| return wrapper_result; |
| } |