blob: 9ff0379e9e649a6073d300cfb7e7fb53bb5ee972 [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);
TextureCubeArray<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
float4 textureSampleLevel_aab3b9() {
float3 arg_2 = (1.0f).xxx;
uint arg_3 = 1u;
float arg_4 = 1.0f;
TextureCubeArray<float4> v = arg_0;
SamplerState v_1 = arg_1;
float3 v_2 = arg_2;
float v_3 = arg_4;
float4 v_4 = float4(v_2, float(arg_3));
float4 res = v.SampleLevel(v_1, v_4, float(v_3));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_aab3b9()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_aab3b9()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureSampleLevel_aab3b9();
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;
}