blob: 3d2f4d08c4c5a593e869641533aabc0e95a4e655 [file] [log] [blame]
struct S
{
float f;
float af[5];
float4 h4;
float4 ah4[5];
};
cbuffer _UniformBuffer : register(b0, space0)
{
float4 _22_colorGreen : packoffset(c0);
};
static float4 sk_FragColor;
struct SPIRV_Cross_Output
{
float4 sk_FragColor : SV_Target0;
};
static float4 globalVar = 0.0f.xxxx;
static S globalStruct = { 0.0f, { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }, 0.0f.xxxx, { 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx } };
void keepAlive_vf(float _39)
{
}
void keepAlive_vh(float _37)
{
}
void keepAlive_vi(int _43)
{
}
float4 main(float2 _46)
{
int i = 0;
int4 i4 = int4(1, 2, 3, 4);
float3x3 f3x3 = float3x3(float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f), float3(7.0f, 8.0f, 9.0f));
float4 x = 0.0f.xxxx;
x.w = 0.0f;
x = float4(0.0f.xx.y, 0.0f.xx.x, x.z, x.w);
int ai[1] = { 0 };
ai[0] = 0;
int4 ai4[1] = { int4(0, 0, 0, 0) };
ai4[0] = int4(1, 2, 3, 4);
float3x3 ah3x3[1] = { float3x3(0.0f.xxx, 0.0f.xxx, 0.0f.xxx) };
ah3x3[0] = float3x3(float3(1.0f, 2.0f, 3.0f), float3(4.0f, 5.0f, 6.0f), float3(7.0f, 8.0f, 9.0f));
float4 af4[1] = { 0.0f.xxxx };
af4[0].x = 0.0f;
af4[0] = float4(1.0f.xxxx.z, 1.0f.xxxx.x, 1.0f.xxxx.w, 1.0f.xxxx.y);
S s = { 0.0f, { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }, 0.0f.xxxx, { 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx, 0.0f.xxxx } };
s.f = 0.0f;
s.af[1] = 0.0f;
s.h4 = float4(9.0f.xxx.y, 9.0f.xxx.z, 9.0f.xxx.x, s.h4.w);
s.ah4[2] = float4(s.ah4[2].x, 5.0f.xx.x, s.ah4[2].z, 5.0f.xx.y);
globalVar = 0.0f.xxxx;
globalStruct.f = 0.0f;
float l = 0.0f;
ai[0] += ai4[0].x;
s.f = 1.0f;
s.af[0] = 2.0f;
s.h4 = 1.0f.xxxx;
s.ah4[0] = 2.0f.xxxx;
float repeat = 1.0f;
repeat = 1.0f;
float _132 = af4[0].x;
keepAlive_vf(_132);
af4[0].x = _132;
float _139 = ah3x3[0][0].x;
keepAlive_vh(_139);
ah3x3[0][0].x = _139;
int _143 = i;
keepAlive_vi(_143);
i = _143;
int _148 = i4.y;
keepAlive_vi(_148);
i4.y = _148;
int _153 = ai[0];
keepAlive_vi(_153);
ai[0] = _153;
int _159 = ai4[0].x;
keepAlive_vi(_159);
ai4[0].x = _159;
float _164 = x.y;
keepAlive_vh(_164);
x.y = _164;
float _169 = s.f;
keepAlive_vf(_169);
s.f = _169;
float _173 = l;
keepAlive_vh(_173);
l = _173;
float _179 = f3x3[0].x;
keepAlive_vf(_179);
f3x3[0].x = _179;
float _183 = repeat;
keepAlive_vf(_183);
repeat = _183;
return _22_colorGreen;
}
void frag_main()
{
float2 _32 = 0.0f.xx;
float4 _34 = main(_32);
sk_FragColor = _34;
}
SPIRV_Cross_Output main()
{
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.sk_FragColor = sk_FragColor;
return stage_output;
}