| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture2DArray<float4> arg_0 : register(t0, space1); |
| float4 textureLoad_3c96e8() { |
| float4 res = arg_0.Load(int4(int3((1).xx, int(1u)), int(1u))); |
| prevent_dce.Store4(0u, asuint(textureLoad_3c96e8())); |
| prevent_dce.Store4(0u, asuint(textureLoad_3c96e8())); |
| nointerpolation float4 prevent_dce : TEXCOORD0; |
| float4 pos : SV_Position; |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_3c96e8(); |
| tint_symbol_1 vertex_main() { |
| VertexOutput inner_result = vertex_main_inner(); |
| tint_symbol_1 wrapper_result = (tint_symbol_1)0; |
| wrapper_result.pos = inner_result.pos; |
| wrapper_result.prevent_dce = inner_result.prevent_dce; |