| var<private> tint_pointsize : f32 = 1.0f; | |
| @group(1u) @binding(0u) var arg_0 : texture_depth_multisampled_2d; | |
| var<private> tint_symbol_1 : vec4<f32> = vec4<f32>(); | |
| fn textureLoad_6273b1() { | |
| var res : f32 = 0.0f; | |
| res = vec4<f32>(textureLoad(arg_0, vec2<i32>(), 1i), 0.0f, 0.0f, 0.0f).x; | |
| } | |
| fn tint_symbol_2(tint_symbol : vec4<f32>) { | |
| tint_symbol_1 = tint_symbol; | |
| } | |
| fn vertex_main_inner() { | |
| tint_pointsize = 1.0f; | |
| textureLoad_6273b1(); | |
| tint_symbol_2(vec4<f32>()); | |
| } | |
| @fragment | |
| fn fragment_main() { | |
| textureLoad_6273b1(); | |
| } | |
| @compute @workgroup_size(1u, 1u, 1u) | |
| fn compute_main() { | |
| textureLoad_6273b1(); | |
| } | |
| @vertex | |
| fn vertex_main() -> @builtin(position) vec4<f32> { | |
| vertex_main_inner(); | |
| return tint_symbol_1; | |
| } |