| @group(0) @binding(0) var<storage, read_write> prevent_dce : vec4<u32>; | 
 |  | 
 | @group(1) @binding(0) var arg_0 : texture_storage_2d_array<rgba8uint, read>; | 
 |  | 
 | fn textureLoad_fdebd0() -> vec4<u32> { | 
 |   var arg_1 = vec2<i32>(1i); | 
 |   var arg_2 = 1i; | 
 |   var res : vec4<u32> = textureLoad(arg_0, arg_1, arg_2); | 
 |   return res; | 
 | } | 
 |  | 
 | @fragment | 
 | fn fragment_main() { | 
 |   prevent_dce = textureLoad_fdebd0(); | 
 | } | 
 |  | 
 | @compute @workgroup_size(1) | 
 | fn compute_main() { | 
 |   prevent_dce = textureLoad_fdebd0(); | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   @builtin(position) | 
 |   pos : vec4<f32>, | 
 |   @location(0) @interpolate(flat) | 
 |   prevent_dce : vec4<u32>, | 
 | } | 
 |  | 
 | @vertex | 
 | fn vertex_main() -> VertexOutput { | 
 |   var out : VertexOutput; | 
 |   out.pos = vec4<f32>(); | 
 |   out.prevent_dce = textureLoad_fdebd0(); | 
 |   return out; | 
 | } |