blob: 783da7d0156ff086b5d68d0108c504b7a425225d [file] [log] [blame]
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
TextureCubeArray arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
float4 textureGather_7dd226() {
float3 arg_2 = (1.0f).xxx;
uint arg_3 = 1u;
TextureCubeArray v = arg_0;
SamplerState v_1 = arg_1;
float3 v_2 = arg_2;
float4 res = v.Gather(v_1, float4(v_2, float(arg_3)));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureGather_7dd226()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureGather_7dd226()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureGather_7dd226();
VertexOutput v_3 = tint_symbol;
return v_3;
}
vertex_main_outputs vertex_main() {
VertexOutput v_4 = vertex_main_inner();
VertexOutput v_5 = v_4;
VertexOutput v_6 = v_4;
vertex_main_outputs v_7 = {v_6.prevent_dce, v_5.pos};
return v_7;
}