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