blob: e493b41d1d979c37fdb9ec396179fee2de05d55f [file] [log] [blame]
struct VertexOutput {
float4 pos;
float prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray arg_0 : register(t0, space1);
float textureLoad_ff1119() {
int2 arg_1 = (1).xx;
int arg_2 = 1;
uint arg_3 = 1u;
Texture2DArray v = arg_0;
int v_1 = arg_2;
uint v_2 = arg_3;
int2 v_3 = int2(arg_1);
int v_4 = int(v_1);
float res = v.Load(int4(v_3, v_4, int(v_2))).x;
return res;
}
void fragment_main() {
prevent_dce.Store(0u, asuint(textureLoad_ff1119()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store(0u, asuint(textureLoad_ff1119()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_ff1119();
VertexOutput v_5 = tint_symbol;
return v_5;
}
vertex_main_outputs vertex_main() {
VertexOutput v_6 = vertex_main_inner();
VertexOutput v_7 = v_6;
VertexOutput v_8 = v_6;
vertex_main_outputs v_9 = {v_8.prevent_dce, v_7.pos};
return v_9;
}