@group(1) @binding(0) var arg_0 : texture_depth_multisampled_2d; | |
fn textureLoad_4db25c() { | |
var res : f32 = textureLoad(arg_0, vec2<u32>(1u), 1u); | |
prevent_dce = res; | |
} | |
@group(2) @binding(0) var<storage, read_write> prevent_dce : f32; | |
@vertex | |
fn vertex_main() -> @builtin(position) vec4<f32> { | |
textureLoad_4db25c(); | |
return vec4<f32>(); | |
} | |
@fragment | |
fn fragment_main() { | |
textureLoad_4db25c(); | |
} | |
@compute @workgroup_size(1) | |
fn compute_main() { | |
textureLoad_4db25c(); | |
} |