blob: 34889eead43e922b16a3dfd990f792c694841abf [file] [log] [blame]
void set_float2(inout float2 vec, int idx, float val) {
vec = (idx.xx == int2(0, 1)) ? val.xx : vec;
}
cbuffer cbuffer_x_5 : register(b0, space0) {
uint4 x_5[4];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float2x2 m = float2x2(0.0f, 0.0f, 0.0f, 0.0f);
float f = 0.0f;
int i = 0;
int j = 0;
const int x_36 = asint(x_5[1].x);
if ((x_36 == 1)) {
const float x_40 = f;
m = float2x2(float2(x_40, 0.0f), float2(0.0f, x_40));
}
const int x_45 = asint(x_5[1].x);
i = x_45;
while (true) {
const int x_50 = i;
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_52 = asint(x_5[scalar_offset / 4][scalar_offset % 4]);
if ((x_50 < x_52)) {
} else {
break;
}
const int x_56 = asint(x_5[1].x);
j = x_56;
while (true) {
const int x_61 = j;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_63 = asint(x_5[scalar_offset_1 / 4][scalar_offset_1 % 4]);
if ((x_61 < x_63)) {
} else {
break;
}
const int x_66 = i;
const int x_67 = j;
const int x_68 = i;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_70 = asint(x_5[scalar_offset_2 / 4][scalar_offset_2 % 4]);
set_float2(m[x_66], x_67, float(((x_68 * x_70) + j)));
{
j = (j + 1);
}
}
{
i = (i + 1);
}
}
const float2x2 x_80 = m;
const int x_82 = asint(x_5[1].x);
const int x_85 = asint(x_5[2].x);
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_88 = asint(x_5[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const int x_91 = asint(x_5[3].x);
const float2x2 x_95 = float2x2(float2(float(x_82), float(x_85)), float2(float(x_88), float(x_91)));
bool tint_tmp = all((x_80[0u] == x_95[0u]));
if (tint_tmp) {
tint_tmp = all((x_80[1u] == x_95[1u]));
}
if ((tint_tmp)) {
const int x_109 = asint(x_5[2].x);
const int x_112 = asint(x_5[1].x);
const int x_115 = asint(x_5[1].x);
const int x_118 = asint(x_5[2].x);
x_GLF_color = float4(float(x_109), float(x_112), float(x_115), float(x_118));
} else {
const int x_122 = asint(x_5[1].x);
const float x_123 = float(x_122);
x_GLF_color = float4(x_123, x_123, x_123, x_123);
}
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;
}