blob: a0fb0aad5b9672df896784de74a9f74a40a3956a [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);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_4acb64() {
int2 v = int2((int(1)).xx);
int v_1 = int(1u);
float4 res = float4(arg_0.Load(int4(v, v_1, int(int(1)))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_4acb64()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_4acb64()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_4acb64();
VertexOutput v_2 = tint_symbol;
return v_2;
}
vertex_main_outputs vertex_main() {
VertexOutput v_3 = vertex_main_inner();
VertexOutput v_4 = v_3;
VertexOutput v_5 = v_3;
vertex_main_outputs v_6 = {v_5.prevent_dce, v_4.pos};
return v_6;
}