blob: bdb3eeec474b25856afa9c446aa8438b264d5610 [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_87be85() {
int2 arg_1 = (int(1)).xx;
int arg_2 = int(1);
int arg_3 = int(1);
int v = arg_2;
int v_1 = arg_3;
int2 v_2 = int2(arg_1);
int v_3 = int(v);
float4 res = float4(arg_0.Load(int4(v_2, v_3, int(v_1))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_87be85()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_87be85()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_87be85();
VertexOutput v_4 = tint_symbol;
return v_4;
}
vertex_main_outputs vertex_main() {
VertexOutput v_5 = vertex_main_inner();
VertexOutput v_6 = v_5;
VertexOutput v_7 = v_5;
vertex_main_outputs v_8 = {v_7.prevent_dce, v_6.pos};
return v_8;
}