blob: fe48db107c02967d36ab566644554abd9a29f849 [file] [log] [blame]
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);
SamplerState arg_1 : register(s1, space1);
float textureSampleLevel_36f0d3() {
float2 arg_2 = (1.0f).xx;
int arg_3 = int(1);
uint arg_4 = 1u;
float2 v = arg_2;
uint v_1 = arg_4;
float3 v_2 = float3(v, float(arg_3));
float res = arg_0.SampleLevel(arg_1, v_2, float(v_1), (int(1)).xx).x;
return res;
}
void fragment_main() {
prevent_dce.Store(0u, asuint(textureSampleLevel_36f0d3()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store(0u, asuint(textureSampleLevel_36f0d3()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureSampleLevel_36f0d3();
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;
}