| SKIP: https://github.com/microsoft/DirectXShaderCompiler/issues/3894 |
| |
| static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| static float array0[3] = (float[3])0; |
| static float array1[3] = (float[3])0; |
| cbuffer cbuffer_x_11 : register(b0, space0) { |
| uint4 x_11[1]; |
| }; |
| static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| void main_1() { |
| int q = 0; |
| int i = 0; |
| int c = 0; |
| q = 0; |
| const float x_55 = gl_FragCoord.x; |
| i = (int(x_55) % 3); |
| c = 0; |
| { |
| for(; (c < 3); c = (c + 1)) { |
| array0[c] = 0.0f; |
| array1[c] = 0.0f; |
| const float x_65 = asfloat(x_11[0].x); |
| switch((int(x_65) + q)) { |
| case 51: { |
| while (true) { |
| if (true) { |
| } else { |
| break; |
| } |
| } |
| array0[c] = 1.0f; |
| /* fallthrough */ |
| { |
| array1[0] = 1.0f; |
| array1[c] = 1.0f; |
| } |
| break; |
| } |
| case 61: { |
| array1[0] = 1.0f; |
| array1[c] = 1.0f; |
| break; |
| } |
| case 0: { |
| q = 61; |
| break; |
| } |
| default: { |
| break; |
| } |
| } |
| } |
| } |
| const float x_79 = array1[i]; |
| const float x_81 = array0[i]; |
| const float x_83 = array0[i]; |
| x_GLF_color = float4(x_79, x_81, x_83, 1.0f); |
| return; |
| } |
| |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol_1 { |
| float4 gl_FragCoord_param : SV_Position; |
| }; |
| struct tint_symbol_2 { |
| float4 x_GLF_color_1 : SV_Target0; |
| }; |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param; |
| gl_FragCoord = gl_FragCoord_param; |
| main_1(); |
| const main_out tint_symbol_3 = {x_GLF_color}; |
| const tint_symbol_2 tint_symbol_5 = {tint_symbol_3.x_GLF_color_1}; |
| return tint_symbol_5; |
| } |