blob: 2e58c0884699748d55472d3ea6754670f34cd688 [file] [log] [blame]
void set_int4(inout int4 vec, int idx, int val) {
vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
}
cbuffer cbuffer_x_7 : register(b0, space0) {
uint4 x_7[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int4 a = int4(0, 0, 0, 0);
int i = 0;
int sum = 0;
a = int4(0, 0, 0, 0);
i = 0;
while (true) {
const int x_40 = i;
const int x_42 = asint(x_7[0].w);
if ((x_40 < (x_42 + 1))) {
} else {
break;
}
const int x_46 = i;
const int x_48 = asint(x_7[0].x);
const uint scalar_offset = ((4u * uint(clamp(x_46, x_48, i)))) / 4;
const int x_52 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
if ((x_52 == 1)) {
set_int4(a, i, 5);
} else {
set_int4(a, i, i);
}
{
i = (i + 1);
}
}
const int x_65 = a.x;
const int x_67 = a.y;
const int x_70 = a.z;
const int x_73 = a.w;
sum = (((x_65 + x_67) + x_70) + x_73);
if ((sum == 10)) {
x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol {
float4 x_GLF_color_1 : SV_Target0;
};
tint_symbol main() {
main_1();
const main_out tint_symbol_1 = {x_GLF_color};
const tint_symbol tint_symbol_3 = {tint_symbol_1.x_GLF_color_1};
return tint_symbol_3;
}