1cbuffer _UniformBuffer : register(b0, space0) 2{ 3 row_major float4x4 _11_colorXform : packoffset(c0); 4}; 5 6Texture2D<float4> s : register(t0, space0); 7SamplerState _s_sampler : register(s0, space0); 8 9static float4 sk_FragColor; 10 11struct SPIRV_Cross_Output 12{ 13 float4 sk_FragColor : SV_Target0; 14}; 15 16void frag_main() 17{ 18 float4 _20 = s.Sample(_s_sampler, 1.0f.xx); 19 float4 tmpColor = _20; 20 float4 _53 = 0.0f.xxxx; 21 if (((any(bool4(_11_colorXform[0].x != float4(1.0f, 0.0f, 0.0f, 0.0f).x, _11_colorXform[0].y != float4(1.0f, 0.0f, 0.0f, 0.0f).y, _11_colorXform[0].z != float4(1.0f, 0.0f, 0.0f, 0.0f).z, _11_colorXform[0].w != float4(1.0f, 0.0f, 0.0f, 0.0f).w)) || any(bool4(_11_colorXform[1].x != float4(0.0f, 1.0f, 0.0f, 0.0f).x, _11_colorXform[1].y != float4(0.0f, 1.0f, 0.0f, 0.0f).y, _11_colorXform[1].z != float4(0.0f, 1.0f, 0.0f, 0.0f).z, _11_colorXform[1].w != float4(0.0f, 1.0f, 0.0f, 0.0f).w))) || any(bool4(_11_colorXform[2].x != float4(0.0f, 0.0f, 1.0f, 0.0f).x, _11_colorXform[2].y != float4(0.0f, 0.0f, 1.0f, 0.0f).y, _11_colorXform[2].z != float4(0.0f, 0.0f, 1.0f, 0.0f).z, _11_colorXform[2].w != float4(0.0f, 0.0f, 1.0f, 0.0f).w))) || any(bool4(_11_colorXform[3].x != float4(0.0f, 0.0f, 0.0f, 1.0f).x, _11_colorXform[3].y != float4(0.0f, 0.0f, 0.0f, 1.0f).y, _11_colorXform[3].z != float4(0.0f, 0.0f, 0.0f, 1.0f).z, _11_colorXform[3].w != float4(0.0f, 0.0f, 0.0f, 1.0f).w))) 22 { 23 float _69 = _20.w; 24 _53 = float4(clamp(mul(float4(_20.xyz, 1.0f), _11_colorXform).xyz, 0.0f.xxx, _69.xxx), _69); 25 } 26 else 27 { 28 _53 = _20; 29 } 30 sk_FragColor = _53; 31} 32 33SPIRV_Cross_Output main() 34{ 35 frag_main(); 36 SPIRV_Cross_Output stage_output; 37 stage_output.sk_FragColor = sk_FragColor; 38 return stage_output; 39} 40