struct _shade_Input { float4 _sv_position : SV_Position; float value : TEXCOORD0; }; struct _shade_Output { float4 _value : SV_Target0; }; _shade_Output shade(_shade_Input input) { _shade_Output __luma_output; float3 zero3 = float3(0.0, 0.0, 0.0); float4 one4 = float4(1.0, 1.0, 1.0, 1.0); float2 half2 = float2(0.5, 0.5); float3 full = float3(1.0, 2.0, 3.0); float x = input.value; float4 splatted = float4(x, x, x, x); __luma_output._value = float4(((((zero3.x + one4.x) + half2.x) + full.x) + splatted.x), 0.0, 0.0, 1.0); return __luma_output; }