| struct vertex_main_out { |
| float4 tint_symbol_1_1; |
| }; |
| |
| struct vertex_main_outputs { |
| float4 vertex_main_out_tint_symbol_1_1 : SV_Position; |
| }; |
| |
| |
| Texture2DMS<float4> arg_0 : register(t0, space1); |
| static float4 tint_symbol_1 = (0.0f).xxxx; |
| void textureLoad_6273b1() { |
| float res = 0.0f; |
| Texture2DMS<float4> v = arg_0; |
| int2 v_1 = int2((0).xx); |
| res = float4(v.Load(v_1, int(1)).x, 0.0f, 0.0f, 0.0f)[0u]; |
| } |
| |
| void tint_symbol_2(float4 tint_symbol) { |
| tint_symbol_1 = tint_symbol; |
| } |
| |
| void vertex_main_1() { |
| textureLoad_6273b1(); |
| tint_symbol_2((0.0f).xxxx); |
| } |
| |
| vertex_main_out vertex_main_inner() { |
| vertex_main_1(); |
| vertex_main_out v_2 = {tint_symbol_1}; |
| return v_2; |
| } |
| |
| void fragment_main_1() { |
| textureLoad_6273b1(); |
| } |
| |
| void fragment_main() { |
| fragment_main_1(); |
| } |
| |
| void compute_main_1() { |
| textureLoad_6273b1(); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| compute_main_1(); |
| } |
| |
| vertex_main_outputs vertex_main() { |
| vertex_main_out v_3 = vertex_main_inner(); |
| vertex_main_outputs v_4 = {v_3.tint_symbol_1_1}; |
| return v_4; |
| } |
| |