| void set_float4(inout float4 vec, int idx, float val) { |
| vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; |
| } |
| |
| cbuffer cbuffer_x_6 : register(b0, space0) { |
| uint4 x_6[2]; |
| }; |
| cbuffer cbuffer_x_8 : register(b1, space0) { |
| uint4 x_8[2]; |
| }; |
| static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| void main_1() { |
| float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| const uint scalar_offset = ((16u * uint(0))) / 4; |
| const float x_29 = asfloat(x_6[scalar_offset / 4][scalar_offset % 4]); |
| const uint scalar_offset_1 = ((16u * uint(0))) / 4; |
| const float x_31 = asfloat(x_6[scalar_offset_1 / 4][scalar_offset_1 % 4]); |
| const uint scalar_offset_2 = ((16u * uint(0))) / 4; |
| const float x_33 = asfloat(x_6[scalar_offset_2 / 4][scalar_offset_2 % 4]); |
| const float x_35 = asfloat(x_6[1].x); |
| color = float4(x_29, x_31, x_33, x_35); |
| const int x_38 = asint(x_8[1].x); |
| switch(((1 | x_38) ^ 1)) { |
| case 0: { |
| const uint scalar_offset_3 = ((16u * uint(0))) / 4; |
| const int x_44 = asint(x_8[scalar_offset_3 / 4][scalar_offset_3 % 4]); |
| const float x_46 = asfloat(x_6[1].x); |
| set_float4(color, x_44, x_46); |
| break; |
| } |
| default: { |
| break; |
| } |
| } |
| x_GLF_color = color; |
| return; |
| } |
| |
| struct main_out { |
| float4 x_GLF_color_1; |
| }; |
| struct tint_symbol { |
| float4 x_GLF_color_1 : SV_Target0; |
| }; |
| |
| main_out main_inner() { |
| main_1(); |
| const main_out tint_symbol_3 = {x_GLF_color}; |
| return tint_symbol_3; |
| } |
| |
| tint_symbol main() { |
| const main_out inner_result = main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; |
| return wrapper_result; |
| } |