static const uint3 gl_WorkGroupSize = uint3(1u, 1u, 1u); RWByteAddressBuffer _21 : register(u0); ByteAddressBuffer _26 : register(t1); void comp_main() { float2x2 _32 = float2x2(asfloat(_26.Load2(0)) * asfloat(_26.Load2(0)).x, asfloat(_26.Load2(0)) * asfloat(_26.Load2(0)).y); _21.Store2(0, asuint(_32[0])); _21.Store2(8, asuint(_32[1])); float2x3 _41 = float2x3(asfloat(_26.Load3(16)) * asfloat(_26.Load2(0)).x, asfloat(_26.Load3(16)) * asfloat(_26.Load2(0)).y); _21.Store3(16, asuint(_41[0])); _21.Store3(32, asuint(_41[1])); float2x4 _50 = float2x4(asfloat(_26.Load4(32)) * asfloat(_26.Load2(0)).x, asfloat(_26.Load4(32)) * asfloat(_26.Load2(0)).y); _21.Store4(48, asuint(_50[0])); _21.Store4(64, asuint(_50[1])); float3x2 _58 = float3x2(asfloat(_26.Load2(0)) * asfloat(_26.Load3(16)).x, asfloat(_26.Load2(0)) * asfloat(_26.Load3(16)).y, asfloat(_26.Load2(0)) * asfloat(_26.Load3(16)).z); _21.Store2(80, asuint(_58[0])); _21.Store2(88, asuint(_58[1])); _21.Store2(96, asuint(_58[2])); float3x3 _66 = float3x3(asfloat(_26.Load3(16)) * asfloat(_26.Load3(16)).x, asfloat(_26.Load3(16)) * asfloat(_26.Load3(16)).y, asfloat(_26.Load3(16)) * asfloat(_26.Load3(16)).z); _21.Store3(112, asuint(_66[0])); _21.Store3(128, asuint(_66[1])); _21.Store3(144, asuint(_66[2])); float3x4 _74 = float3x4(asfloat(_26.Load4(32)) * asfloat(_26.Load3(16)).x, asfloat(_26.Load4(32)) * asfloat(_26.Load3(16)).y, asfloat(_26.Load4(32)) * asfloat(_26.Load3(16)).z); _21.Store4(160, asuint(_74[0])); _21.Store4(176, asuint(_74[1])); _21.Store4(192, asuint(_74[2])); float4x2 _82 = float4x2(asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).x, asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).y, asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).z, asfloat(_26.Load2(0)) * asfloat(_26.Load4(32)).w); _21.Store2(208, asuint(_82[0])); _21.Store2(216, asuint(_82[1])); _21.Store2(224, asuint(_82[2])); _21.Store2(232, asuint(_82[3])); float4x3 _90 = float4x3(asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).x, asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).y, asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).z, asfloat(_26.Load3(16)) * asfloat(_26.Load4(32)).w); _21.Store3(240, asuint(_90[0])); _21.Store3(256, asuint(_90[1])); _21.Store3(272, asuint(_90[2])); _21.Store3(288, asuint(_90[3])); float4x4 _98 = float4x4(asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).x, asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).y, asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).z, asfloat(_26.Load4(32)) * asfloat(_26.Load4(32)).w); _21.Store4(304, asuint(_98[0])); _21.Store4(320, asuint(_98[1])); _21.Store4(336, asuint(_98[2])); _21.Store4(352, asuint(_98[3])); } [numthreads(1, 1, 1)] void main() { comp_main(); }