| RWByteAddressBuffer prevent_dce : register(u0); | |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
| float4 textureLoad_6ba9ab() { | |
| float4 res = arg_0.Load(uint3((1u).xx, 1u)); | |
| return res; | |
| } | |
| void fragment_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_6ba9ab())); | |
| return; | |
| } | |
| [numthreads(1, 1, 1)] | |
| void compute_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_6ba9ab())); | |
| return; | |
| } |