blob: 2ad58e326299078c6fe268cea734e7fb19c8b38d [file] [log] [blame]
//
// fragment_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DMS<float4> arg_0 : register(t0, space1);
float4 textureLoad_b75d4a() {
int2 v = int2((int(1)).xx);
float4 res = float4(arg_0.Load(v, int(1u)));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_b75d4a()));
}
//
// compute_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DMS<float4> arg_0 : register(t0, space1);
float4 textureLoad_b75d4a() {
int2 v = int2((int(1)).xx);
float4 res = float4(arg_0.Load(v, int(1u)));
return res;
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_b75d4a()));
}
//
// vertex_main
//
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
Texture2DMS<float4> arg_0 : register(t0, space1);
float4 textureLoad_b75d4a() {
int2 v = int2((int(1)).xx);
float4 res = float4(arg_0.Load(v, int(1u)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v_1 = (VertexOutput)0;
v_1.pos = (0.0f).xxxx;
v_1.prevent_dce = textureLoad_b75d4a();
VertexOutput v_2 = v_1;
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;
}