| 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; |
| } |
| |