struct vertex_main_outputs { | |
float4 tint_symbol_1 : SV_Position; | |
}; | |
Texture2D<int4> arg_0 : register(t0, space1); | |
int4 textureLoad2d(Texture2D<int4> tint_symbol, int2 coords, int level) { | |
int2 v = int2(coords); | |
return int4(tint_symbol.Load(int3(v, int(level)))); | |
} | |
void doTextureLoad() { | |
int4 res = textureLoad2d(arg_0, (int(0)).xx, int(0)); | |
} | |
float4 vertex_main_inner() { | |
doTextureLoad(); | |
return (0.0f).xxxx; | |
} | |
void fragment_main() { | |
doTextureLoad(); | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
doTextureLoad(); | |
} | |
vertex_main_outputs vertex_main() { | |
vertex_main_outputs v_1 = {vertex_main_inner()}; | |
return v_1; | |
} | |