@group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; | |
var<private> tint_symbol_1 : vec4<f32> = vec4<f32>(); | |
fn textureLoad_6273b1() { | |
var res : f32 = 0.0f; | |
let x_17 : vec4<f32> = vec4<f32>(textureLoad(arg_0, vec2<i32>(), 1i), 0.0f, 0.0f, 0.0f); | |
res = x_17.x; | |
return; | |
} | |
fn tint_symbol_2(tint_symbol : vec4<f32>) { | |
tint_symbol_1 = tint_symbol; | |
return; | |
} | |
fn vertex_main_1() { | |
textureLoad_6273b1(); | |
tint_symbol_2(vec4<f32>()); | |
return; | |
} | |
struct vertex_main_out { | |
@builtin(position) | |
tint_symbol_1_1 : vec4<f32>, | |
} | |
@vertex | |
fn vertex_main() -> vertex_main_out { | |
vertex_main_1(); | |
return vertex_main_out(tint_symbol_1); | |
} | |
fn fragment_main_1() { | |
textureLoad_6273b1(); | |
return; | |
} | |
@fragment | |
fn fragment_main() { | |
fragment_main_1(); | |
} | |
fn compute_main_1() { | |
textureLoad_6273b1(); | |
return; | |
} | |
@compute @workgroup_size(1i, 1i, 1i) | |
fn compute_main() { | |
compute_main_1(); | |
} |