cbuffer _UniformBuffer : register(b0, space0) { float4 _21_colorGreen : packoffset(c0); float4 _21_colorRed : packoffset(c1); }; static float4 sk_FragColor; struct SPIRV_Cross_Output { float4 sk_FragColor : SV_Target0; }; bool return_in_one_case_bi(int _38) { int val = 0; switch (_38) { case 1: { val = 0 + 1; return false; } default: { val++; break; } } return val == 1; } bool return_in_default_bi(int _53) { do { return true; } while(false); } bool return_in_every_case_bi(int _59) { switch (_59) { case 1: { return false; } default: { return true; } } } bool return_in_every_case_no_default_bi(int _65) { int val = 0; switch (_65) { case 1: { return false; } case 2: { return true; } } int _72 = 0 + 1; val = _72; return _72 == 1; } bool case_has_break_before_return_bi(int _74) { int val = 0; switch (_74) { case 1: { break; } case 2: { return true; } default: { return true; } } int _82 = 0 + 1; val = _82; return _82 == 1; } bool case_has_break_after_return_bi(int _84) { switch (_84) { case 1: { return false; } case 2: { return true; } default: { return true; } } } bool no_return_in_default_bi(int _91) { int val = 0; switch (_91) { case 1: { return false; } case 2: { return true; } default: { break; } } int _99 = 0 + 1; val = _99; return _99 == 1; } bool empty_default_bi(int _101) { int val = 0; switch (_101) { case 1: { return false; } case 2: { return true; } default: { break; } } int _109 = 0 + 1; val = _109; return _109 == 1; } bool return_with_fallthrough_bi(int _111) { switch (_111) { case 1: case 2: { return true; } default: { return false; } } } bool fallthrough_ends_in_break_bi(int _118) { int val = 0; switch (_118) { case 1: case 2: { break; } default: { return false; } } int _126 = 0 + 1; val = _126; return _126 == 1; } bool fallthrough_to_default_with_break_bi(int _128) { int val = 0; switch (_128) { default: { break; } } int _136 = 0 + 1; val = _136; return _136 == 1; } bool fallthrough_to_default_with_return_bi(int _138) { switch (_138) { default: { return true; } } } bool fallthrough_with_loop_break_bi(int _145) { int val = 0; switch (_145) { case 1: { for (int i = 0; i < 5; i++) { val++; break; } return true; } default: { return true; } } } bool fallthrough_with_loop_continue_bi(int _166) { int val = 0; switch (_166) { case 1: { for (int i = 0; i < 5; i++) { val++; } return true; } default: { return true; } } } float4 main(float2 _187) { int _194 = int(_21_colorGreen.y); int x = _194; int _195 = _194; bool _201 = false; if (return_in_one_case_bi(_195)) { int _199 = _194; _201 = return_in_default_bi(_199); } else { _201 = false; } bool _206 = false; if (_201) { int _204 = _194; _206 = return_in_every_case_bi(_204); } else { _206 = false; } bool _211 = false; if (_206) { int _209 = _194; _211 = return_in_every_case_no_default_bi(_209); } else { _211 = false; } bool _216 = false; if (_211) { int _214 = _194; _216 = case_has_break_before_return_bi(_214); } else { _216 = false; } bool _221 = false; if (_216) { int _219 = _194; _221 = case_has_break_after_return_bi(_219); } else { _221 = false; } bool _226 = false; if (_221) { int _224 = _194; _226 = no_return_in_default_bi(_224); } else { _226 = false; } bool _231 = false; if (_226) { int _229 = _194; _231 = empty_default_bi(_229); } else { _231 = false; } bool _236 = false; if (_231) { int _234 = _194; _236 = return_with_fallthrough_bi(_234); } else { _236 = false; } bool _241 = false; if (_236) { int _239 = _194; _241 = fallthrough_ends_in_break_bi(_239); } else { _241 = false; } bool _246 = false; if (_241) { int _244 = _194; _246 = fallthrough_to_default_with_break_bi(_244); } else { _246 = false; } bool _251 = false; if (_246) { int _249 = _194; _251 = fallthrough_to_default_with_return_bi(_249); } else { _251 = false; } bool _256 = false; if (_251) { int _254 = _194; _256 = fallthrough_with_loop_break_bi(_254); } else { _256 = false; } bool _261 = false; if (_256) { int _259 = _194; _261 = fallthrough_with_loop_continue_bi(_259); } else { _261 = false; } float4 _262 = 0.0f.xxxx; if (_261) { _262 = _21_colorGreen; } else { _262 = _21_colorRed; } return _262; } void frag_main() { float2 _31 = 0.0f.xx; sk_FragColor = main(_31); } SPIRV_Cross_Output main() { frag_main(); SPIRV_Cross_Output stage_output; stage_output.sk_FragColor = sk_FragColor; return stage_output; }