| cbuffer cbuffer_uniforms : register(b0, space0) { |
| uint4 uniforms[1]; |
| }; |
| |
| struct VertexOutputs { |
| float2 texcoords; |
| float4 position; |
| }; |
| struct tint_symbol_1 { |
| uint VertexIndex : SV_VertexID; |
| }; |
| struct tint_symbol_2 { |
| float2 texcoords : TEXCOORD0; |
| float4 position : SV_Position; |
| }; |
| |
| tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) { |
| const uint VertexIndex = tint_symbol.VertexIndex; |
| float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}; |
| VertexOutputs output = (VertexOutputs)0; |
| output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f); |
| const uint scalar_offset = (4u) / 4; |
| bool flipY = (asfloat(uniforms[scalar_offset / 4][scalar_offset % 4]) < 0.0f); |
| if (flipY) { |
| const uint scalar_offset_1 = (0u) / 4; |
| uint4 ubo_load = uniforms[scalar_offset_1 / 4]; |
| const uint scalar_offset_2 = (8u) / 4; |
| uint4 ubo_load_1 = uniforms[scalar_offset_2 / 4]; |
| output.texcoords = ((((texcoord[VertexIndex] * asfloat(((scalar_offset_1 & 2) ? ubo_load.zw : ubo_load.xy))) + asfloat(((scalar_offset_2 & 2) ? ubo_load_1.zw : ubo_load_1.xy))) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)); |
| } else { |
| const uint scalar_offset_3 = (0u) / 4; |
| uint4 ubo_load_2 = uniforms[scalar_offset_3 / 4]; |
| const uint scalar_offset_4 = (8u) / 4; |
| uint4 ubo_load_3 = uniforms[scalar_offset_4 / 4]; |
| output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(((scalar_offset_3 & 2) ? ubo_load_2.zw : ubo_load_2.xy))) + asfloat(((scalar_offset_4 & 2) ? ubo_load_3.zw : ubo_load_3.xy))); |
| } |
| const tint_symbol_2 tint_symbol_8 = {output.texcoords, output.position}; |
| return tint_symbol_8; |
| } |
| |
| SamplerState mySampler : register(s1, space0); |
| Texture2D<float4> myTexture : register(t2, space0); |
| |
| struct tint_symbol_4 { |
| float2 texcoord : TEXCOORD0; |
| }; |
| struct tint_symbol_5 { |
| float4 value : SV_Target0; |
| }; |
| |
| tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) { |
| const float2 texcoord = tint_symbol_3.texcoord; |
| float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f)); |
| if (!(all((clampedTexcoord == texcoord)))) { |
| discard; |
| } |
| float4 srcColor = myTexture.Sample(mySampler, texcoord); |
| const tint_symbol_5 tint_symbol_9 = {srcColor}; |
| return tint_symbol_9; |
| } |