TextureCubeArray<float4> arg_0 : register(t0, space1); | |
void textureDimensions_eda4e3() { | |
int4 tint_tmp; | |
arg_0.GetDimensions(1, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w); | |
int3 res = tint_tmp.xyy; | |
} | |
void vertex_main() { | |
textureDimensions_eda4e3(); | |
return; | |
} | |
void fragment_main() { | |
textureDimensions_eda4e3(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureDimensions_eda4e3(); | |
return; | |
} | |