blob: 2ec9ca88bc1445d0b3446460894c98ba1f9163d7 [file] [log] [blame]
//
// fragment_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_f348d9() {
int2 v = int2((1u).xx);
int v_1 = int(1u);
float4 res = float4(arg_0.Load(int4(v, v_1, int(int(1)))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_f348d9()));
}
//
// compute_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_f348d9() {
int2 v = int2((1u).xx);
int v_1 = int(1u);
float4 res = float4(arg_0.Load(int4(v, v_1, int(int(1)))));
return res;
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_f348d9()));
}
//
// vertex_main
//
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_f348d9() {
int2 v = int2((1u).xx);
int v_1 = int(1u);
float4 res = float4(arg_0.Load(int4(v, v_1, int(int(1)))));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v_2 = (VertexOutput)0;
v_2.pos = (0.0f).xxxx;
v_2.prevent_dce = textureLoad_f348d9();
VertexOutput v_3 = v_2;
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;
}