blob: 727c2ba8ead5826b3b3dd329a40e1c666de453a6 [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);
Texture3D<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
float4 textureSampleLevel_dcbecb() {
float3 arg_2 = (1.0f).xxx;
float arg_3 = 1.0f;
float3 v = arg_2;
float4 res = arg_0.SampleLevel(arg_1, v, float(arg_3), (int(1)).xxx);
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_dcbecb()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_dcbecb()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureSampleLevel_dcbecb();
VertexOutput v_1 = tint_symbol;
return v_1;
}
vertex_main_outputs vertex_main() {
VertexOutput v_2 = vertex_main_inner();
VertexOutput v_3 = v_2;
VertexOutput v_4 = v_2;
vertex_main_outputs v_5 = {v_4.prevent_dce, v_3.pos};
return v_5;
}