blob: d2184a14a96d26645409ba664e0a197bd4862ac7 [file] [log] [blame] [edit]
void set_float3(inout float3 vec, int idx, float val) {
vec = (idx.xxx == int3(0, 1, 2)) ? val.xxx : vec;
}
cbuffer cbuffer_x_7 : register(b0, space0) {
uint4 x_7[1];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float3 c = float3(0.0f, 0.0f, 0.0f);
float x_53 = 0.0f;
float x_57 = 0.0f;
float x_58 = 0.0f;
float x_83 = 0.0f;
float x_84 = 0.0f;
float x_124 = 0.0f;
float x_125 = 0.0f;
float x_57_phi = 0.0f;
int x_60_phi = 0;
float x_83_phi = 0.0f;
float x_84_phi = 0.0f;
bool x_85_phi = false;
float x_87_phi = 0.0f;
float x_128_phi = 0.0f;
int x_135_phi = 0;
c = float3(7.0f, 8.0f, 9.0f);
const float x_47 = asfloat(x_7[0].x);
const float2 x_48 = float2(1.0f, x_47);
const float x_50 = round((x_47 * 0.125f));
const float2 x_51 = float2(0.0f, -0.5f);
x_53 = gl_FragCoord.x;
switch(0u) {
default: {
x_57_phi = -0.5f;
x_60_phi = 1;
while (true) {
float x_70 = 0.0f;
float x_78 = 0.0f;
int x_61 = 0;
float x_58_phi = 0.0f;
x_57 = x_57_phi;
const int x_60 = x_60_phi;
x_83_phi = 0.0f;
x_84_phi = x_57;
x_85_phi = false;
if ((x_60 < 800)) {
} else {
break;
}
float x_77 = 0.0f;
float x_78_phi = 0.0f;
if (((x_60 % 32) == 0)) {
x_70 = (x_57 + 0.400000006f);
x_58_phi = x_70;
} else {
x_78_phi = x_57;
if (((float(x_60) - (round(x_50) * floor((float(x_60) / round(x_50))))) <= 0.01f)) {
x_77 = (x_57 + 100.0f);
x_78_phi = x_77;
}
x_78 = x_78_phi;
x_58_phi = x_78;
}
x_58 = x_58_phi;
if ((float(x_60) >= x_53)) {
x_83_phi = x_58;
x_84_phi = x_58;
x_85_phi = true;
break;
}
{
x_61 = (x_60 + 1);
x_57_phi = x_58;
x_60_phi = x_61;
}
}
x_83 = x_83_phi;
x_84 = x_84_phi;
const bool x_85 = x_85_phi;
x_87_phi = x_83;
if (x_85) {
break;
}
x_87_phi = x_84;
break;
}
}
float x_92 = 0.0f;
float x_98 = 0.0f;
float x_99 = 0.0f;
float x_98_phi = 0.0f;
int x_101_phi = 0;
float x_124_phi = 0.0f;
float x_125_phi = 0.0f;
bool x_126_phi = false;
const float x_87 = x_87_phi;
const float4 x_89 = float4(x_84, 0.400000006f, x_83, 0.400000006f);
c.x = x_87;
x_92 = gl_FragCoord.y;
switch(0u) {
default: {
const float4 x_95 = float4(x_51, 0.0f, x_57);
const float x_96 = float3(x_48, -0.5f).z;
x_98_phi = x_96;
x_101_phi = 1;
while (true) {
float x_111 = 0.0f;
float x_119 = 0.0f;
int x_102 = 0;
float x_99_phi = 0.0f;
x_98 = x_98_phi;
const int x_101 = x_101_phi;
x_124_phi = 0.0f;
x_125_phi = x_98;
x_126_phi = false;
if ((x_101 < 800)) {
} else {
break;
}
float x_118 = 0.0f;
float x_119_phi = 0.0f;
if (((x_101 % 32) == 0)) {
x_111 = (x_98 + 0.400000006f);
x_99_phi = x_111;
} else {
x_119_phi = x_98;
if (((float(x_101) - (round(x_50) * floor((float(x_101) / round(x_50))))) <= 0.01f)) {
x_118 = (x_98 + 100.0f);
x_119_phi = x_118;
}
x_119 = x_119_phi;
x_99_phi = x_119;
}
x_99 = x_99_phi;
if ((float(x_101) >= x_92)) {
x_124_phi = x_99;
x_125_phi = x_99;
x_126_phi = true;
break;
}
{
x_102 = (x_101 + 1);
x_98_phi = x_99;
x_101_phi = x_102;
}
}
x_124 = x_124_phi;
x_125 = x_125_phi;
const bool x_126 = x_126_phi;
x_128_phi = x_124;
if (x_126) {
break;
}
x_128_phi = x_125;
break;
}
}
const float x_128 = x_128_phi;
c.y = x_128;
const float x_130 = c.x;
const float x_131 = c.y;
c.z = (x_130 + x_131);
x_135_phi = 0;
while (true) {
int x_136 = 0;
const int x_135 = x_135_phi;
if ((x_135 < 3)) {
} else {
break;
}
const int x_141_save = x_135;
const float x_142 = c[x_141_save];
if ((x_142 >= 1.0f)) {
const float x_146 = c[x_141_save];
const float x_147 = c[x_141_save];
set_float3(c, x_141_save, (x_146 * x_147));
}
{
x_136 = (x_135 + 1);
x_135_phi = x_136;
}
}
const float3 x_151 = normalize(abs(c));
x_GLF_color = float4(x_151.x, x_151.y, x_151.z, 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;
};
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_4 = {x_GLF_color};
return tint_symbol_4;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}