cbuffer _UniformBuffer : register(b0, space0) { float _10_unknownInput : packoffset(c0); }; static float4 sk_FragColor; struct SPIRV_Cross_Output { float4 sk_FragColor : SV_Target0; }; void frag_main() { bool b = true; int _26 = int(_10_unknownInput); int s = _26; int _30 = int(_10_unknownInput); int i = _30; uint _36 = uint(_10_unknownInput); uint us = _36; uint _40 = uint(_10_unknownInput); uint ui = _40; float h = _10_unknownInput; float f = _10_unknownInput; int s2s = _26; int i2s = _30; int _51 = int(_36); int us2s = _51; int _53 = int(_40); int ui2s = _53; int _55 = int(_10_unknownInput); int h2s = _55; int _57 = int(_10_unknownInput); int f2s = _57; int _59 = int(true); int b2s = _59; int s2i = _26; int i2i = _30; int _64 = int(_36); int us2i = _64; int _66 = int(_40); int ui2i = _66; int _68 = int(_10_unknownInput); int h2i = _68; int _70 = int(_10_unknownInput); int f2i = _70; int _72 = int(true); int b2i = _72; uint _74 = uint(_26); uint s2us = _74; uint _76 = uint(_30); uint i2us = _76; uint us2us = _36; uint ui2us = _40; uint h2us = uint(_10_unknownInput); uint f2us = uint(_10_unknownInput); uint b2us = uint(true); uint s2ui = uint(_26); uint i2ui = uint(_30); uint us2ui = _36; uint ui2ui = _40; uint h2ui = uint(_10_unknownInput); uint f2ui = uint(_10_unknownInput); uint b2ui = uint(true); float s2f = float(_26); float i2f = float(_30); float us2f = float(_36); float ui2f = float(_40); float h2f = _10_unknownInput; float f2f = _10_unknownInput; float b2f = float(true); sk_FragColor.x = (((((((((((((((((((((float(_26) + float(_30)) + float(_36)) + float(_40)) + _10_unknownInput) + _10_unknownInput) + float(_26)) + float(_30)) + float(_51)) + float(_53)) + float(_55)) + float(_57)) + float(_59)) + float(_26)) + float(_30)) + float(_64)) + float(_66)) + float(_68)) + float(_70)) + float(_72)) + float(_74)) + float(_76)) + float(_36); sk_FragColor.x += (((((((((((((((((float(ui2us) + float(h2us)) + float(f2us)) + float(b2us)) + float(s2ui)) + float(i2ui)) + float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + float(b2ui)) + s2f) + i2f) + us2f) + ui2f) + h2f) + f2f) + b2f); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.sk_FragColor = sk_FragColor; return stage_output; }