blob: de425de3b245c14e39dfe40e80cf933ab3c3337c [file] [log] [blame]
//
// fragment_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_46a93f() {
uint3 v = (0u).xxx;
arg_0.GetDimensions(v.x, v.y, v.z);
uint v_1 = min(uint(int(1)), (v.z - 1u));
uint4 v_2 = (0u).xxxx;
arg_0.GetDimensions(0u, v_2.x, v_2.y, v_2.z, v_2.w);
uint4 v_3 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v_2.w - 1u))), v_3.x, v_3.y, v_3.z, v_3.w);
int2 v_4 = int2(min((1u).xx, (v_3.xy - (1u).xx)));
int v_5 = int(v_1);
float4 res = float4(arg_0.Load(int4(v_4, v_5, int(min(1u, (v_2.w - 1u))))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_46a93f()));
}
//
// compute_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_46a93f() {
uint3 v = (0u).xxx;
arg_0.GetDimensions(v.x, v.y, v.z);
uint v_1 = min(uint(int(1)), (v.z - 1u));
uint4 v_2 = (0u).xxxx;
arg_0.GetDimensions(0u, v_2.x, v_2.y, v_2.z, v_2.w);
uint4 v_3 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v_2.w - 1u))), v_3.x, v_3.y, v_3.z, v_3.w);
int2 v_4 = int2(min((1u).xx, (v_3.xy - (1u).xx)));
int v_5 = int(v_1);
float4 res = float4(arg_0.Load(int4(v_4, v_5, int(min(1u, (v_2.w - 1u))))));
return res;
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_46a93f()));
}
//
// vertex_main
//
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_46a93f() {
uint3 v = (0u).xxx;
arg_0.GetDimensions(v.x, v.y, v.z);
uint v_1 = min(uint(int(1)), (v.z - 1u));
uint4 v_2 = (0u).xxxx;
arg_0.GetDimensions(0u, v_2.x, v_2.y, v_2.z, v_2.w);
uint4 v_3 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v_2.w - 1u))), v_3.x, v_3.y, v_3.z, v_3.w);
int2 v_4 = int2(min((1u).xx, (v_3.xy - (1u).xx)));
int v_5 = int(v_1);
float4 res = float4(arg_0.Load(int4(v_4, v_5, int(min(1u, (v_2.w - 1u))))));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_46a93f();
VertexOutput v_6 = tint_symbol;
return v_6;
}
vertex_main_outputs vertex_main() {
VertexOutput v_7 = vertex_main_inner();
vertex_main_outputs v_8 = {v_7.prevent_dce, v_7.pos};
return v_8;
}