| struct vertex_main_outputs { |
| nointerpolation uint4 VertexOutput_prevent_dce : TEXCOORD0; |
| float4 VertexOutput_pos : SV_Position; |
| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture2D<uint4> arg_0 : register(t0, space1); |
| uint4 textureLoad_749704() { |
| uint4 res = uint4(arg_0.Load(int3(int2((int(1)).xx), int(0)))); |
| prevent_dce.Store4(0u, textureLoad_749704()); |
| prevent_dce.Store4(0u, textureLoad_749704()); |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_749704(); |
| VertexOutput v = tint_symbol; |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_1 = vertex_main_inner(); |
| vertex_main_outputs v_4 = {v_3.prevent_dce, v_2.pos}; |