@group(0) @binding(0) var<storage, read_write> prevent_dce : vec4<f32>; | |
@group(1) @binding(0) var arg_0 : texture_depth_2d_array; | |
@group(1) @binding(1) var arg_1 : sampler; | |
fn textureGather_2a4f40() -> vec4<f32> { | |
var res : vec4<f32> = textureGather(arg_0, arg_1, vec2<f32>(1.0f), 1u); | |
return res; | |
} | |
@fragment | |
fn fragment_main() { | |
prevent_dce = textureGather_2a4f40(); | |
} | |
@compute @workgroup_size(1) | |
fn compute_main() { | |
prevent_dce = textureGather_2a4f40(); | |
} | |
struct VertexOutput { | |
@builtin(position) | |
pos : vec4<f32>, | |
@location(0) @interpolate(flat) | |
prevent_dce : vec4<f32>, | |
} | |
@vertex | |
fn vertex_main() -> VertexOutput { | |
var out : VertexOutput; | |
out.pos = vec4<f32>(); | |
out.prevent_dce = textureGather_2a4f40(); | |
return out; | |
} |