blob: ecbb4cbe27a87b4e7b222253e1211e245265930f [file] [log] [blame]
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
Texture2D<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
float4 textureSampleBaseClampToEdge_9ca02c() {
float2 arg_2 = (1.0f).xx;
float2 v = arg_2;
uint2 v_1 = (0u).xx;
arg_0.GetDimensions(v_1.x, v_1.y);
float2 v_2 = ((0.5f).xx / float2(v_1));
float4 res = arg_0.SampleLevel(arg_1, clamp(v, v_2, ((1.0f).xx - v_2)), float(0.0f));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureSampleBaseClampToEdge_9ca02c()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureSampleBaseClampToEdge_9ca02c()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureSampleBaseClampToEdge_9ca02c();
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;
}