| static float4 x_2 = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| static int x_3 = 0; |
| static int x_4 = 0; |
| RWTexture2D<int4> x_5 : register(u0, space0); |
| |
| void main_1() { |
| x_4 = 1; |
| const float4 x_23 = x_2; |
| const int x_27 = int(x_23.x); |
| const int x_28 = int(x_23.y); |
| if (((((x_27 & 1) + (x_28 & 1)) + x_3) == int(x_23.z))) { |
| } |
| x_5[int2(x_27, x_28)] = int4(x_27, 0, 0, 0); |
| return; |
| } |
| |
| struct main_out { |
| int x_4_1; |
| }; |
| struct tint_symbol_1 { |
| int x_3_param : TEXCOORD0; |
| float4 x_2_param : SV_Position; |
| }; |
| struct tint_symbol_2 { |
| int x_4_1 : SV_Target0; |
| }; |
| |
| main_out main_inner(float4 x_2_param, int x_3_param) { |
| x_2 = x_2_param; |
| x_3 = x_3_param; |
| main_1(); |
| const main_out tint_symbol_3 = {x_4}; |
| return tint_symbol_3; |
| } |
| |
| tint_symbol_2 main(tint_symbol_1 tint_symbol) { |
| const main_out inner_result = main_inner(tint_symbol.x_2_param, tint_symbol.x_3_param); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.x_4_1 = inner_result.x_4_1; |
| return wrapper_result; |
| } |