| @group(0) @binding(0) var<storage, read_write> prevent_dce : vec4<i32>; |
| |
| @group(1) @binding(0) var arg_0 : texture_storage_1d<rgba32sint, read>; |
| |
| fn textureLoad_33d3aa() -> vec4<i32> { |
| var res : vec4<i32> = textureLoad(arg_0, 1u); |
| return res; |
| } |
| |
| @fragment |
| fn fragment_main() { |
| prevent_dce = textureLoad_33d3aa(); |
| } |
| |
| @compute @workgroup_size(1) |
| fn compute_main() { |
| prevent_dce = textureLoad_33d3aa(); |
| } |
| |
| struct VertexOutput { |
| @builtin(position) |
| pos : vec4<f32>, |
| @location(0) @interpolate(flat) |
| prevent_dce : vec4<i32>, |
| } |
| |
| @vertex |
| fn vertex_main() -> VertexOutput { |
| var out : VertexOutput; |
| out.pos = vec4<f32>(); |
| out.prevent_dce = textureLoad_33d3aa(); |
| return out; |
| } |