blob: 336b952b16ce71b4a85a8e5b752a10a38d972016 [file] [log] [blame]
SKIP: https://github.com/microsoft/DirectXShaderCompiler/issues/3894
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float array0[3] = (float[3])0;
static float array1[3] = (float[3])0;
cbuffer cbuffer_x_11 : register(b0, space0) {
uint4 x_11[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int q = 0;
int i = 0;
int c = 0;
q = 0;
const float x_55 = gl_FragCoord.x;
i = (int(x_55) % 3);
c = 0;
{
for(; (c < 3); c = (c + 1)) {
array0[c] = 0.0f;
array1[c] = 0.0f;
const float x_65 = asfloat(x_11[0].x);
switch((int(x_65) + q)) {
case 51: {
while (true) {
if (true) {
} else {
break;
}
}
array0[c] = 1.0f;
/* fallthrough */
{
array1[0] = 1.0f;
array1[c] = 1.0f;
}
break;
}
case 61: {
array1[0] = 1.0f;
array1[c] = 1.0f;
break;
}
case 0: {
q = 61;
break;
}
default: {
break;
}
}
}
}
const float x_79 = array1[i];
const float x_81 = array0[i];
const float x_83 = array0[i];
x_GLF_color = float4(x_79, x_81, x_83, 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_5 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
}