blob: 76abe765a03dc56829e10a9326bd0e563ecb58fa [file] [log] [blame]
//
// fragment_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture3D<float4> arg_0 : register(t0, space1);
float4 textureLoad_019da0() {
uint4 v = (0u).xxxx;
arg_0.GetDimensions(0u, v.x, v.y, v.z, v.w);
uint4 v_1 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v.w - 1u))), v_1.x, v_1.y, v_1.z, v_1.w);
uint3 v_2 = (v_1.xyz - (1u).xxx);
int3 v_3 = int3(min(uint3((int(1)).xxx), v_2));
float4 res = float4(arg_0.Load(int4(v_3, int(min(1u, (v.w - 1u))))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_019da0()));
}
//
// compute_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture3D<float4> arg_0 : register(t0, space1);
float4 textureLoad_019da0() {
uint4 v = (0u).xxxx;
arg_0.GetDimensions(0u, v.x, v.y, v.z, v.w);
uint4 v_1 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v.w - 1u))), v_1.x, v_1.y, v_1.z, v_1.w);
uint3 v_2 = (v_1.xyz - (1u).xxx);
int3 v_3 = int3(min(uint3((int(1)).xxx), v_2));
float4 res = float4(arg_0.Load(int4(v_3, int(min(1u, (v.w - 1u))))));
return res;
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_019da0()));
}
//
// vertex_main
//
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
Texture3D<float4> arg_0 : register(t0, space1);
float4 textureLoad_019da0() {
uint4 v = (0u).xxxx;
arg_0.GetDimensions(0u, v.x, v.y, v.z, v.w);
uint4 v_1 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v.w - 1u))), v_1.x, v_1.y, v_1.z, v_1.w);
uint3 v_2 = (v_1.xyz - (1u).xxx);
int3 v_3 = int3(min(uint3((int(1)).xxx), v_2));
float4 res = float4(arg_0.Load(int4(v_3, int(min(1u, (v.w - 1u))))));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_019da0();
VertexOutput v_4 = tint_symbol;
return v_4;
}
vertex_main_outputs vertex_main() {
VertexOutput v_5 = vertex_main_inner();
vertex_main_outputs v_6 = {v_5.prevent_dce, v_5.pos};
return v_6;
}