| 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 textureNumSamples_a3c8a0() { |
| int res = int(0); |
| uint3 v = (0u).xxx; |
| arg_0.GetDimensions(v.x, v.y, v.z); |
| res = int(v.z); |
| } |
| |
| void tint_symbol_2(float4 tint_symbol) { |
| tint_symbol_1 = tint_symbol; |
| } |
| |
| void vertex_main_1() { |
| textureNumSamples_a3c8a0(); |
| tint_symbol_2((0.0f).xxxx); |
| } |
| |
| vertex_main_out vertex_main_inner() { |
| vertex_main_1(); |
| vertex_main_out v_1 = {tint_symbol_1}; |
| return v_1; |
| } |
| |
| void fragment_main_1() { |
| textureNumSamples_a3c8a0(); |
| } |
| |
| void fragment_main() { |
| fragment_main_1(); |
| } |
| |
| void compute_main_1() { |
| textureNumSamples_a3c8a0(); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| compute_main_1(); |
| } |
| |
| vertex_main_outputs vertex_main() { |
| vertex_main_out v_2 = vertex_main_inner(); |
| vertex_main_outputs v_3 = {v_2.tint_symbol_1_1}; |
| return v_3; |
| } |
| |