| 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); |
| Texture3D<float4> arg_0 : register(t0, space1); |
| SamplerState arg_1 : register(s1, space1); |
| float4 textureSampleLevel_abfcc0() { |
| Texture3D<float4> v = arg_0; |
| SamplerState v_1 = arg_1; |
| float4 res = v.SampleLevel(v_1, (1.0f).xxx, float(1.0f)); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureSampleLevel_abfcc0())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureSampleLevel_abfcc0())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureSampleLevel_abfcc0(); |
| 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; |
| } |
| |