| @group(0) @binding(0) var<storage, read_write> prevent_dce : vec4<u32>; |
| |
| @group(1) @binding(0) var arg_0 : texture_storage_2d_array<r32uint, read>; |
| |
| fn textureLoad_5d0a2f() -> vec4<u32> { |
| var arg_1 = vec2<i32>(1i); |
| var arg_2 = 1i; |
| var res : vec4<u32> = textureLoad(arg_0, arg_1, arg_2); |
| return res; |
| } |
| |
| @fragment |
| fn fragment_main() { |
| prevent_dce = textureLoad_5d0a2f(); |
| } |
| |
| @compute @workgroup_size(1) |
| fn compute_main() { |
| prevent_dce = textureLoad_5d0a2f(); |
| } |
| |
| struct VertexOutput { |
| @builtin(position) |
| pos : vec4<f32>, |
| @location(0) @interpolate(flat) |
| prevent_dce : vec4<u32>, |
| } |
| |
| @vertex |
| fn vertex_main() -> VertexOutput { |
| var out : VertexOutput; |
| out.pos = vec4<f32>(); |
| out.prevent_dce = textureLoad_5d0a2f(); |
| return out; |
| } |