| 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); |
| Texture2DMS<float4> arg_0 : register(t0, space1); |
| float textureLoad_4db25c() { |
| int2 v = int2((1u).xx); |
| float res = arg_0.Load(v, int(1u)).x; |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store(0u, asuint(textureLoad_4db25c())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store(0u, asuint(textureLoad_4db25c())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_4db25c(); |
| VertexOutput v_1 = tint_symbol; |
| return v_1; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_2 = vertex_main_inner(); |
| vertex_main_outputs v_3 = {v_2.prevent_dce, v_2.pos}; |
| return v_3; |
| } |
| |