blob: a34b8686eef0c35672b372ab3653220be30b1958 [file] [log] [blame]
struct VertexOutput {
float4 pos;
float prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray arg_0 : register(t0, space1);
float textureLoad_7b63e0() {
uint3 v = (0u).xxx;
arg_0.GetDimensions(v.x, v.y, v.z);
uint4 v_1 = (0u).xxxx;
arg_0.GetDimensions(0u, v_1.x, v_1.y, v_1.z, v_1.w);
uint4 v_2 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v_1.w - 1u))), v_2.x, v_2.y, v_2.z, v_2.w);
int2 v_3 = int2(min((1u).xx, (v_2.xy - (1u).xx)));
int v_4 = int(min(1u, (v.z - 1u)));
float res = arg_0.Load(int4(v_3, v_4, int(min(1u, (v_1.w - 1u))))).x;
return res;
}
void fragment_main() {
prevent_dce.Store(0u, asuint(textureLoad_7b63e0()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store(0u, asuint(textureLoad_7b63e0()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_7b63e0();
VertexOutput v_5 = tint_symbol;
return v_5;
}
vertex_main_outputs vertex_main() {
VertexOutput v_6 = vertex_main_inner();
vertex_main_outputs v_7 = {v_6.prevent_dce, v_6.pos};
return v_7;
}