| RWByteAddressBuffer prevent_dce : register(u0); | |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
| float4 textureLoad_f2bdd4() { | |
| uint2 arg_1 = (1u).xx; | |
| uint arg_2 = 1u; | |
| float4 res = arg_0.Load(uint3(arg_1, arg_2)); | |
| return res; | |
| } | |
| void fragment_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_f2bdd4())); | |
| return; | |
| } | |
| [numthreads(1, 1, 1)] | |
| void compute_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_f2bdd4())); | |
| return; | |
| } |