| warning: use of deprecated intrinsic |
| static float4 color_out = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| Texture2D<float4> tint_symbol : register(t0, space0); |
| static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| void main_1() { |
| const float4 x_19 = gl_FragCoord; |
| const float4 x_22 = tint_symbol.Load(int3(float2(x_19.x, x_19.y), 0)); |
| color_out = x_22; |
| return; |
| } |
| |
| struct main_out { |
| float4 color_out_1; |
| }; |
| struct tint_symbol_2 { |
| float4 gl_FragCoord_param : SV_Position; |
| }; |
| struct tint_symbol_3 { |
| float4 color_out_1 : SV_Target0; |
| }; |
| |
| tint_symbol_3 main(tint_symbol_2 tint_symbol_1) { |
| const float4 gl_FragCoord_param = tint_symbol_1.gl_FragCoord_param; |
| gl_FragCoord = gl_FragCoord_param; |
| main_1(); |
| const main_out tint_symbol_4 = {color_out}; |
| const tint_symbol_3 tint_symbol_5 = {tint_symbol_4.color_out_1}; |
| return tint_symbol_5; |
| } |