| struct VertexOutput { |
| float4 pos; |
| uint prevent_dce; |
| }; |
| |
| struct vertex_main_outputs { |
| nointerpolation uint VertexOutput_prevent_dce : TEXCOORD0; |
| float4 VertexOutput_pos : SV_Position; |
| }; |
| |
| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| uint insertBits_e3e3a2() { |
| uint arg_0 = 1u; |
| uint arg_1 = 1u; |
| uint arg_2 = 1u; |
| uint arg_3 = 1u; |
| uint v = arg_0; |
| uint v_1 = arg_1; |
| uint v_2 = arg_2; |
| uint v_3 = (v_2 + arg_3); |
| uint v_4 = (((v_2 < 32u)) ? ((1u << v_2)) : (0u)); |
| uint v_5 = ((v_4 - 1u) ^ ((((v_3 < 32u)) ? ((1u << v_3)) : (0u)) - 1u)); |
| uint v_6 = (((v_2 < 32u)) ? ((v_1 << uint(v_2))) : (0u)); |
| uint v_7 = (v_6 & uint(v_5)); |
| uint res = (v_7 | (v & uint(~(v_5)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store(0u, insertBits_e3e3a2()); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store(0u, insertBits_e3e3a2()); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = insertBits_e3e3a2(); |
| VertexOutput v_8 = tint_symbol; |
| return v_8; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_9 = vertex_main_inner(); |
| vertex_main_outputs v_10 = {v_9.prevent_dce, v_9.pos}; |
| return v_10; |
| } |
| |