| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture3D<float4> arg_0 : register(t0, space1); |
| |
| float4 textureLoad_f74bd8() { |
| float4 res = arg_0.Load(int4((1).xxx, 0)); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_f74bd8())); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_f74bd8())); |
| return; |
| } |
| |
| struct VertexOutput { |
| float4 pos; |
| float4 prevent_dce; |
| }; |
| struct tint_symbol_1 { |
| nointerpolation float4 prevent_dce : TEXCOORD0; |
| float4 pos : SV_Position; |
| }; |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_f74bd8(); |
| return tint_symbol; |
| } |
| |
| tint_symbol_1 vertex_main() { |
| VertexOutput inner_result = vertex_main_inner(); |
| tint_symbol_1 wrapper_result = (tint_symbol_1)0; |
| wrapper_result.pos = inner_result.pos; |
| wrapper_result.prevent_dce = inner_result.prevent_dce; |
| return wrapper_result; |
| } |