| struct vertex_main_outputs { |
| float4 tint_symbol_1 : SV_Position; |
| }; |
| |
| |
| Texture2D<int4> arg_0 : register(t0, space1); |
| int4 textureLoad2d(Texture2D<int4> tint_symbol, int2 coords, int level) { |
| int2 v = int2(coords); |
| return int4(tint_symbol.Load(int3(v, int(level)))); |
| } |
| |
| void doTextureLoad() { |
| int4 res = textureLoad2d(arg_0, (int(0)).xx, int(0)); |
| } |
| |
| float4 vertex_main_inner() { |
| doTextureLoad(); |
| return (0.0f).xxxx; |
| } |
| |
| void fragment_main() { |
| doTextureLoad(); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| doTextureLoad(); |
| } |
| |
| vertex_main_outputs vertex_main() { |
| vertex_main_outputs v_1 = {vertex_main_inner()}; |
| return v_1; |
| } |
| |