| struct VertexOutput { |
| float4 pos; |
| float4 prevent_dce; |
| }; |
| |
| struct vertex_main_outputs { |
| nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0; |
| float4 VertexOutput_pos : SV_Position; |
| }; |
| |
| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture2D<float4> arg_0 : register(t0, space1); |
| SamplerState arg_1 : register(s1, space1); |
| float4 textureSampleBaseClampToEdge_9ca02c() { |
| uint2 v = (0u).xx; |
| arg_0.GetDimensions(v[0u], v[1u]); |
| float2 v_1 = ((0.5f).xx / float2(v)); |
| float2 v_2 = clamp((1.0f).xx, v_1, ((1.0f).xx - v_1)); |
| float4 res = arg_0.SampleLevel(arg_1, v_2, float(0.0f)); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureSampleBaseClampToEdge_9ca02c())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureSampleBaseClampToEdge_9ca02c())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureSampleBaseClampToEdge_9ca02c(); |
| VertexOutput v_3 = tint_symbol; |
| return v_3; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_4 = vertex_main_inner(); |
| vertex_main_outputs v_5 = {v_4.prevent_dce, v_4.pos}; |
| return v_5; |
| } |
| |