blob: abcedec0aa2f977870fb5fffd44af0bddd0822bf [file]
//
// fragment_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_3c96e8() {
int2 arg_1 = (int(1)).xx;
uint arg_2 = 1u;
uint arg_3 = 1u;
int2 v = arg_1;
uint v_1 = arg_3;
int v_2 = int(arg_2);
float4 res = arg_0.Load(int4(v, v_2, int(v_1)));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_3c96e8()));
}
//
// compute_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_3c96e8() {
int2 arg_1 = (int(1)).xx;
uint arg_2 = 1u;
uint arg_3 = 1u;
int2 v = arg_1;
uint v_1 = arg_3;
int v_2 = int(arg_2);
float4 res = arg_0.Load(int4(v, v_2, int(v_1)));
return res;
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_3c96e8()));
}
//
// vertex_main
//
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_3c96e8() {
int2 arg_1 = (int(1)).xx;
uint arg_2 = 1u;
uint arg_3 = 1u;
int2 v = arg_1;
uint v_1 = arg_3;
int v_2 = int(arg_2);
float4 res = arg_0.Load(int4(v, v_2, int(v_1)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v_3 = (VertexOutput)0;
v_3.pos = (0.0f).xxxx;
v_3.prevent_dce = textureLoad_3c96e8();
VertexOutput v_4 = v_3;
return v_4;
}
vertex_main_outputs vertex_main() {
VertexOutput v_5 = vertex_main_inner();
vertex_main_outputs v_6 = {v_5.prevent_dce, v_5.pos};
return v_6;
}