RWByteAddressBuffer prevent_dce : register(u0); | |
RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
float4 textureLoad_bc882d() { | |
float4 res = arg_0.Load(uint3((1u).xx, uint(1))); | |
return res; | |
} | |
void fragment_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_bc882d())); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_bc882d())); | |
return; | |
} |