| 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_c16e00() { |
| int2 v = int2((int(1)).xx); |
| int v_1 = int(1u); |
| float res = arg_0.Load(int4(v, v_1, int(int(1)))).x; |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store(0u, asuint(textureLoad_c16e00())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store(0u, asuint(textureLoad_c16e00())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_c16e00(); |
| VertexOutput v_2 = tint_symbol; |
| return v_2; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_3 = vertex_main_inner(); |
| vertex_main_outputs v_4 = {v_3.prevent_dce, v_3.pos}; |
| return v_4; |
| } |
| |