1cbuffer _UniformBuffer : register(b0, space0) 2{ 3 float4 _29_colorGreen : packoffset(c0); 4 float4 _29_colorRed : packoffset(c1); 5 float4 _29_colorWhite : packoffset(c2); 6}; 7 8 9static float4 sk_FragColor; 10 11struct SPIRV_Cross_Output 12{ 13 float4 sk_FragColor : SV_Target0; 14}; 15 16void out_half_vh(out float _44) 17{ 18 _44 = _29_colorWhite.x; 19} 20 21void out_half2_vh2(out float2 _53) 22{ 23 _53 = _29_colorWhite.y.xx; 24} 25 26void out_half3_vh3(out float3 _62) 27{ 28 _62 = _29_colorWhite.z.xxx; 29} 30 31void out_half4_vh4(out float4 _70) 32{ 33 _70 = _29_colorWhite.w.xxxx; 34} 35 36void out_half2x2_vh22(out float2x2 _79) 37{ 38 _79 = float2x2(float2(_29_colorWhite.x, 0.0f), float2(0.0f, _29_colorWhite.x)); 39} 40 41void out_half3x3_vh33(out float3x3 _90) 42{ 43 _90 = float3x3(float3(_29_colorWhite.y, 0.0f, 0.0f), float3(0.0f, _29_colorWhite.y, 0.0f), float3(0.0f, 0.0f, _29_colorWhite.y)); 44} 45 46void out_half4x4_vh44(out float4x4 _102) 47{ 48 _102 = float4x4(float4(_29_colorWhite.z, 0.0f, 0.0f, 0.0f), float4(0.0f, _29_colorWhite.z, 0.0f, 0.0f), float4(0.0f, 0.0f, _29_colorWhite.z, 0.0f), float4(0.0f, 0.0f, 0.0f, _29_colorWhite.z)); 49} 50 51void out_int_vi(out int _114) 52{ 53 _114 = int(_29_colorWhite.x); 54} 55 56void out_int2_vi2(out int2 _123) 57{ 58 _123 = int(_29_colorWhite.y).xx; 59} 60 61void out_int3_vi3(out int3 _133) 62{ 63 _133 = int(_29_colorWhite.z).xxx; 64} 65 66void out_int4_vi4(out int4 _143) 67{ 68 _143 = int(_29_colorWhite.w).xxxx; 69} 70 71void out_float_vf(out float _150) 72{ 73 _150 = _29_colorWhite.x; 74} 75 76void out_float2_vf2(out float2 _155) 77{ 78 _155 = _29_colorWhite.y.xx; 79} 80 81void out_float3_vf3(out float3 _161) 82{ 83 _161 = _29_colorWhite.z.xxx; 84} 85 86void out_float4_vf4(out float4 _167) 87{ 88 _167 = _29_colorWhite.w.xxxx; 89} 90 91void out_float2x2_vf22(out float2x2 _173) 92{ 93 _173 = float2x2(float2(_29_colorWhite.x, 0.0f), float2(0.0f, _29_colorWhite.x)); 94} 95 96void out_float3x3_vf33(out float3x3 _181) 97{ 98 _181 = float3x3(float3(_29_colorWhite.y, 0.0f, 0.0f), float3(0.0f, _29_colorWhite.y, 0.0f), float3(0.0f, 0.0f, _29_colorWhite.y)); 99} 100 101void out_float4x4_vf44(out float4x4 _190) 102{ 103 _190 = float4x4(float4(_29_colorWhite.z, 0.0f, 0.0f, 0.0f), float4(0.0f, _29_colorWhite.z, 0.0f, 0.0f), float4(0.0f, 0.0f, _29_colorWhite.z, 0.0f), float4(0.0f, 0.0f, 0.0f, _29_colorWhite.z)); 104} 105 106void out_bool_vb(out bool _203) 107{ 108 _203 = _29_colorWhite.x != 0.0f; 109} 110 111void out_bool2_vb2(out bool2 _212) 112{ 113 _212 = (_29_colorWhite.y != 0.0f).xx; 114} 115 116void out_bool3_vb3(out bool3 _222) 117{ 118 _222 = (_29_colorWhite.z != 0.0f).xxx; 119} 120 121void out_bool4_vb4(out bool4 _232) 122{ 123 _232 = (_29_colorWhite.w != 0.0f).xxxx; 124} 125 126float4 main(float2 _240) 127{ 128 float _243 = 0.0f; 129 out_half_vh(_243); 130 float h = _243; 131 float2 _247 = 0.0f.xx; 132 out_half2_vh2(_247); 133 float2 h2 = _247; 134 float3 _251 = 0.0f.xxx; 135 out_half3_vh3(_251); 136 float3 h3 = _251; 137 float4 _255 = 0.0f.xxxx; 138 out_half4_vh4(_255); 139 float4 h4 = _255; 140 float _260 = 0.0f; 141 out_half_vh(_260); 142 h3.y = _260; 143 float2 _263 = 0.0f.xx; 144 out_half2_vh2(_263); 145 h3 = float3(_263.x, h3.y, _263.y); 146 float4 _268 = 0.0f.xxxx; 147 out_half4_vh4(_268); 148 h4 = float4(_268.z, _268.w, _268.x, _268.y); 149 float2x2 _274 = float2x2(0.0f.xx, 0.0f.xx); 150 out_half2x2_vh22(_274); 151 float2x2 h2x2 = _274; 152 float3x3 _278 = float3x3(0.0f.xxx, 0.0f.xxx, 0.0f.xxx); 153 out_half3x3_vh33(_278); 154 float3x3 h3x3 = _278; 155 float4x4 _282 = float4x4(0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx); 156 out_half4x4_vh44(_282); 157 float4x4 h4x4 = _282; 158 float3 _286 = 0.0f.xxx; 159 out_half3_vh3(_286); 160 h3x3[1] = _286; 161 float _292 = 0.0f; 162 out_half_vh(_292); 163 h4x4[3].w = _292; 164 float _298 = 0.0f; 165 out_half_vh(_298); 166 h2x2[0].x = _298; 167 int _302 = 0; 168 out_int_vi(_302); 169 int i = _302; 170 int2 _306 = int2(0, 0); 171 out_int2_vi2(_306); 172 int2 i2 = _306; 173 int3 _310 = int3(0, 0, 0); 174 out_int3_vi3(_310); 175 int3 i3 = _310; 176 int4 _314 = int4(0, 0, 0, 0); 177 out_int4_vi4(_314); 178 int4 i4 = _314; 179 int3 _317 = int3(0, 0, 0); 180 out_int3_vi3(_317); 181 i4 = int4(_317.x, _317.y, _317.z, i4.w); 182 int _323 = 0; 183 out_int_vi(_323); 184 i2.y = _323; 185 float _327 = 0.0f; 186 out_float_vf(_327); 187 float f = _327; 188 float2 _331 = 0.0f.xx; 189 out_float2_vf2(_331); 190 float2 f2 = _331; 191 float3 _335 = 0.0f.xxx; 192 out_float3_vf3(_335); 193 float3 f3 = _335; 194 float4 _339 = 0.0f.xxxx; 195 out_float4_vf4(_339); 196 float4 f4 = _339; 197 float2 _342 = 0.0f.xx; 198 out_float2_vf2(_342); 199 f3 = float3(_342.x, _342.y, f3.z); 200 float _348 = 0.0f; 201 out_float_vf(_348); 202 f2.x = _348; 203 float2x2 _352 = float2x2(0.0f.xx, 0.0f.xx); 204 out_float2x2_vf22(_352); 205 float2x2 f2x2 = _352; 206 float3x3 _356 = float3x3(0.0f.xxx, 0.0f.xxx, 0.0f.xxx); 207 out_float3x3_vf33(_356); 208 float3x3 f3x3 = _356; 209 float4x4 _360 = float4x4(0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx); 210 out_float4x4_vf44(_360); 211 float4x4 f4x4 = _360; 212 float _365 = 0.0f; 213 out_float_vf(_365); 214 f2x2[0].x = _365; 215 bool _369 = false; 216 out_bool_vb(_369); 217 bool b = _369; 218 bool2 _373 = bool2(false, false); 219 out_bool2_vb2(_373); 220 bool2 b2 = _373; 221 bool3 _377 = bool3(false, false, false); 222 out_bool3_vb3(_377); 223 bool3 b3 = _377; 224 bool4 _381 = bool4(false, false, false, false); 225 out_bool4_vb4(_381); 226 bool4 b4 = _381; 227 bool2 _384 = bool2(false, false); 228 out_bool2_vb2(_384); 229 b4 = bool4(_384.x, b4.y, b4.z, _384.y); 230 bool _390 = false; 231 out_bool_vb(_390); 232 b3.z = _390; 233 bool ok = true; 234 bool _422 = false; 235 if (true) 236 { 237 _422 = 1.0f == ((((((h * h2.x) * h3.x) * h4.x) * h2x2[0].x) * h3x3[0].x) * h4x4[0].x); 238 } 239 else 240 { 241 _422 = false; 242 } 243 ok = _422; 244 bool _448 = false; 245 if (_422) 246 { 247 _448 = 1.0f == ((((((f * f2.x) * f3.x) * f4.x) * f2x2[0].x) * f3x3[0].x) * f4x4[0].x); 248 } 249 else 250 { 251 _448 = false; 252 } 253 ok = _448; 254 bool _462 = false; 255 if (_448) 256 { 257 _462 = 1 == (((i * i2.x) * i3.x) * i4.x); 258 } 259 else 260 { 261 _462 = false; 262 } 263 ok = _462; 264 bool _481 = false; 265 if (_462) 266 { 267 bool _470 = false; 268 if (b) 269 { 270 _470 = b2.x; 271 } 272 else 273 { 274 _470 = false; 275 } 276 bool _475 = false; 277 if (_470) 278 { 279 _475 = b3.x; 280 } 281 else 282 { 283 _475 = false; 284 } 285 bool _480 = false; 286 if (_475) 287 { 288 _480 = b4.x; 289 } 290 else 291 { 292 _480 = false; 293 } 294 _481 = _480; 295 } 296 else 297 { 298 _481 = false; 299 } 300 ok = _481; 301 float4 _482 = 0.0f.xxxx; 302 if (_481) 303 { 304 _482 = _29_colorGreen; 305 } 306 else 307 { 308 _482 = _29_colorRed; 309 } 310 return _482; 311} 312 313void frag_main() 314{ 315 float2 _39 = 0.0f.xx; 316 sk_FragColor = main(_39); 317} 318 319SPIRV_Cross_Output main() 320{ 321 frag_main(); 322 SPIRV_Cross_Output stage_output; 323 stage_output.sk_FragColor = sk_FragColor; 324 return stage_output; 325} 326