blob: 1b409b0e3789e6db2c4753c38433b7127b754c65 [file] [log] [blame]
void set_float3(inout float3 vec, int idx, float val) {
vec = (idx.xxx == int3(0, 1, 2)) ? val.xxx : vec;
}
cbuffer cbuffer_x_6 : register(b1, space0) {
uint4 x_6[1];
};
cbuffer cbuffer_x_9 : register(b0, space0) {
uint4 x_9[1];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float3 c = float3(0.0f, 0.0f, 0.0f);
float x_54 = 0.0f;
float x_58 = 0.0f;
float x_59 = 0.0f;
float x_91 = 0.0f;
float x_92 = 0.0f;
float x_135 = 0.0f;
float x_136 = 0.0f;
float x_58_phi = 0.0f;
int x_61_phi = 0;
float x_91_phi = 0.0f;
float x_92_phi = 0.0f;
bool x_93_phi = false;
float x_95_phi = 0.0f;
float x_139_phi = 0.0f;
int x_146_phi = 0;
c = float3(7.0f, 8.0f, 9.0f);
const float x_50 = asfloat(x_9[0].x);
const float x_52 = round((x_50 * 0.125f));
x_54 = gl_FragCoord.x;
switch(0u) {
default: {
x_58_phi = -0.5f;
x_61_phi = 1;
while (true) {
float x_71 = 0.0f;
float x_79 = 0.0f;
int x_62 = 0;
float x_59_phi = 0.0f;
x_58 = x_58_phi;
const int x_61 = x_61_phi;
x_91_phi = 0.0f;
x_92_phi = x_58;
x_93_phi = false;
if ((x_61 < 800)) {
} else {
break;
}
float x_78 = 0.0f;
float x_79_phi = 0.0f;
if (((x_61 % 32) == 0)) {
x_71 = (x_58 + 0.400000006f);
x_59_phi = x_71;
} else {
x_79_phi = x_58;
if (((float(x_61) % round(x_52)) <= 0.01f)) {
x_78 = (x_58 + 100.0f);
x_79_phi = x_78;
}
x_79 = x_79_phi;
const float x_81 = asfloat(x_6[0].x);
const float x_83 = asfloat(x_6[0].y);
if ((x_81 > x_83)) {
discard;
}
x_59_phi = x_79;
}
x_59 = x_59_phi;
if ((float(x_61) >= x_54)) {
x_91_phi = x_59;
x_92_phi = x_59;
x_93_phi = true;
break;
}
{
x_62 = (x_61 + 1);
x_58_phi = x_59;
x_61_phi = x_62;
}
}
x_91 = x_91_phi;
x_92 = x_92_phi;
const bool x_93 = x_93_phi;
x_95_phi = x_91;
if (x_93) {
break;
}
x_95_phi = x_92;
break;
}
}
float x_98 = 0.0f;
float x_102 = 0.0f;
float x_103 = 0.0f;
float x_102_phi = 0.0f;
int x_105_phi = 0;
float x_135_phi = 0.0f;
float x_136_phi = 0.0f;
bool x_137_phi = false;
const float x_95 = x_95_phi;
c.x = x_95;
x_98 = gl_FragCoord.y;
switch(0u) {
default: {
x_102_phi = -0.5f;
x_105_phi = 1;
while (true) {
float x_115 = 0.0f;
float x_123 = 0.0f;
int x_106 = 0;
float x_103_phi = 0.0f;
x_102 = x_102_phi;
const int x_105 = x_105_phi;
x_135_phi = 0.0f;
x_136_phi = x_102;
x_137_phi = false;
if ((x_105 < 800)) {
} else {
break;
}
float x_122 = 0.0f;
float x_123_phi = 0.0f;
if (((x_105 % 32) == 0)) {
x_115 = (x_102 + 0.400000006f);
x_103_phi = x_115;
} else {
x_123_phi = x_102;
if (((float(x_105) % round(x_52)) <= 0.01f)) {
x_122 = (x_102 + 100.0f);
x_123_phi = x_122;
}
x_123 = x_123_phi;
const float x_125 = asfloat(x_6[0].x);
const float x_127 = asfloat(x_6[0].y);
if ((x_125 > x_127)) {
discard;
}
x_103_phi = x_123;
}
x_103 = x_103_phi;
if ((float(x_105) >= x_98)) {
x_135_phi = x_103;
x_136_phi = x_103;
x_137_phi = true;
break;
}
{
x_106 = (x_105 + 1);
x_102_phi = x_103;
x_105_phi = x_106;
}
}
x_135 = x_135_phi;
x_136 = x_136_phi;
const bool x_137 = x_137_phi;
x_139_phi = x_135;
if (x_137) {
break;
}
x_139_phi = x_136;
break;
}
}
const float x_139 = x_139_phi;
c.y = x_139;
const float x_141 = c.x;
const float x_142 = c.y;
c.z = (x_141 + x_142);
x_146_phi = 0;
while (true) {
int x_147 = 0;
const int x_146 = x_146_phi;
if ((x_146 < 3)) {
} else {
break;
}
const int x_152_save = x_146;
const float x_153 = c[x_152_save];
if ((x_153 >= 1.0f)) {
const float x_157 = c[x_152_save];
const float x_158 = c[x_152_save];
set_float3(c, x_152_save, (x_157 * x_158));
const float x_161 = asfloat(x_6[0].x);
const float x_163 = asfloat(x_6[0].y);
if ((x_161 > x_163)) {
discard;
}
}
{
x_147 = (x_146 + 1);
x_146_phi = x_147;
}
}
const float3 x_169 = normalize(abs(c));
x_GLF_color = float4(x_169.x, x_169.y, x_169.z, 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_6 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_6;
}