| void set_float4(inout float4 vec, int idx, float val) { |
| vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; |
| } |
| |
| cbuffer cbuffer_x_8 : register(b0, space0) { |
| uint4 x_8[4]; |
| }; |
| static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| void main_1() { |
| int x = 0; |
| float4 matrix_u = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| int b = 0; |
| float4 matrix_b = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| float4 x_42 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| x = 4; |
| { |
| for(; (x >= 1); x = (x - 1)) { |
| set_float4(matrix_u, x, 1.0f); |
| } |
| } |
| b = 4; |
| while (true) { |
| const uint scalar_offset = ((16u * uint(0))) / 4; |
| const float x_55 = asfloat(x_8[scalar_offset / 4][scalar_offset % 4]); |
| if ((x_55 < -1.0f)) { |
| } else { |
| break; |
| } |
| const int x_14 = b; |
| if ((b > 1)) { |
| x_42 = min(matrix_b, matrix_b); |
| } else { |
| x_42 = matrix_u; |
| } |
| const float x_67 = x_42.y; |
| set_float4(matrix_b, x_14, x_67); |
| { |
| b = (b - 1); |
| } |
| } |
| x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f); |
| 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; |
| } |