blob: 4bee6a820c83adfbaef338071a412d49f0d083b4 [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_2e3552() {
uint2 arg_1 = (1u).xx;
int arg_2 = 1;
Texture2DArray<float4> v = arg_0;
int v_1 = arg_2;
int2 v_2 = int2(arg_1);
float4 res = float4(v.Load(int4(v_2, int(v_1), 0)));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_2e3552()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_2e3552()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_2e3552();
VertexOutput v_3 = tint_symbol;
return v_3;
}
vertex_main_outputs vertex_main() {
VertexOutput v_4 = vertex_main_inner();
VertexOutput v_5 = v_4;
VertexOutput v_6 = v_4;
vertex_main_outputs v_7 = {v_6.prevent_dce, v_5.pos};
return v_7;
}