blob: 1e02687b29fd23ed7cca1596f56bddb060e2240e [file] [log] [blame]
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct vertex_main_outputs {
float4 vertex_main_out_tint_symbol_1_1 : SV_Position;
};
Texture2DMS<float4> arg_0 : register(t0, space1);
static float4 tint_symbol_1 = (0.0f).xxxx;
void textureLoad_6273b1() {
float res = 0.0f;
uint3 v = (0u).xxx;
arg_0.GetDimensions(v.x, v.y, v.z);
uint2 v_1 = (v.xy - (1u).xx);
int2 v_2 = int2(min(uint2((int(0)).xx), v_1));
res = float4(arg_0.Load(v_2, int(int(1))).x, 0.0f, 0.0f, 0.0f).x;
}
void tint_symbol_2(float4 tint_symbol) {
tint_symbol_1 = tint_symbol;
}
void vertex_main_1() {
textureLoad_6273b1();
tint_symbol_2((0.0f).xxxx);
}
vertex_main_out vertex_main_inner() {
vertex_main_1();
vertex_main_out v_3 = {tint_symbol_1};
return v_3;
}
void fragment_main_1() {
textureLoad_6273b1();
}
void fragment_main() {
fragment_main_1();
}
void compute_main_1() {
textureLoad_6273b1();
}
[numthreads(1, 1, 1)]
void compute_main() {
compute_main_1();
}
vertex_main_outputs vertex_main() {
vertex_main_out v_4 = vertex_main_inner();
vertex_main_outputs v_5 = {v_4.tint_symbol_1_1};
return v_5;
}