blob: 91938cde6ec66c24c667b153daee78da9d197a22 [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_13 : register(b0, space0) {
uint4 x_13[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);
cbuffer cbuffer_x_20 : register(b1, space0) {
uint4 x_20[1];
};
float compute_value_f1_f1_(inout float limit, inout float thirty_two) {
float result = 0.0f;
int i = 0;
result = -0.5f;
i = 1;
{
for(; (i < 800); i = (i + 1)) {
if (((i % 32) == 0)) {
result = (result + 0.400000006f);
} else {
const int x_136 = i;
const float x_138 = thirty_two;
if (((float(x_136) % round(x_138)) <= 0.01f)) {
result = (result + 100.0f);
}
}
const int x_146 = i;
const float x_148 = limit;
if ((float(x_146) >= x_148)) {
return result;
}
}
}
return result;
}
void main_1() {
float3 c = float3(0.0f, 0.0f, 0.0f);
float thirty_two_1 = 0.0f;
float param = 0.0f;
float param_1 = 0.0f;
float param_2 = 0.0f;
float param_3 = 0.0f;
int i_1 = 0;
float3 x_58 = float3(0.0f, 0.0f, 0.0f);
c = float3(7.0f, 8.0f, 9.0f);
const float x_60 = asfloat(x_13[0].x);
thirty_two_1 = round((x_60 / 8.0f));
const float x_64 = gl_FragCoord.x;
param = x_64;
param_1 = thirty_two_1;
const float x_66 = compute_value_f1_f1_(param, param_1);
c.x = x_66;
const float x_69 = gl_FragCoord.y;
param_2 = x_69;
param_3 = thirty_two_1;
const float x_71 = compute_value_f1_f1_(param_2, param_3);
c.y = x_71;
const float x_74 = c.x;
const float x_76 = c.y;
c.z = (x_74 + x_76);
i_1 = 0;
{
for(; (i_1 < 3); i_1 = (i_1 + 1)) {
const float x_88 = c[i_1];
if ((x_88 >= 1.0f)) {
const int x_92 = i_1;
const float x_95 = c[i_1];
const float x_98 = c[i_1];
set_float3(c, x_92, (x_95 * x_98));
}
}
}
const float x_104 = asfloat(x_20[0].x);
const float x_106 = asfloat(x_20[0].y);
if ((x_104 < x_106)) {
x_58 = abs(c);
} else {
x_58 = c;
}
const float3 x_115 = normalize(x_58);
x_GLF_color = float4(x_115.x, x_115.y, x_115.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;
}