| cbuffer cbuffer_uniforms : register(b0, space0) { |
| uint4 uniforms[4]; |
| }; |
| |
| struct VertexInput { |
| float4 cur_position; |
| float4 color; |
| }; |
| struct VertexOutput { |
| float4 vtxFragColor; |
| float4 Position; |
| }; |
| struct tint_symbol_1 { |
| float4 cur_position : TEXCOORD0; |
| float4 color : TEXCOORD1; |
| }; |
| struct tint_symbol_2 { |
| float4 vtxFragColor : TEXCOORD0; |
| float4 Position : SV_Position; |
| }; |
| |
| float4x4 tint_symbol_6(uint4 buffer[4], uint offset) { |
| const uint scalar_offset = ((offset + 0u)) / 4; |
| const uint scalar_offset_1 = ((offset + 16u)) / 4; |
| const uint scalar_offset_2 = ((offset + 32u)) / 4; |
| const uint scalar_offset_3 = ((offset + 48u)) / 4; |
| return float4x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4])); |
| } |
| |
| tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) { |
| const VertexInput input = {tint_symbol.cur_position, tint_symbol.color}; |
| VertexOutput output = (VertexOutput)0; |
| output.Position = mul(input.cur_position, tint_symbol_6(uniforms, 0u)); |
| output.vtxFragColor = input.color; |
| const tint_symbol_2 tint_symbol_8 = {output.vtxFragColor, output.Position}; |
| return tint_symbol_8; |
| } |
| |
| struct tint_symbol_4 { |
| float4 fragColor : TEXCOORD0; |
| }; |
| struct tint_symbol_5 { |
| float4 value : SV_Target0; |
| }; |
| |
| tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) { |
| const float4 fragColor = tint_symbol_3.fragColor; |
| const tint_symbol_5 tint_symbol_9 = {fragColor}; |
| return tint_symbol_9; |
| } |