blob: bbd180378fd78eb7d1814ea967527f0bf11e63bc [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);
TextureCubeArray<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
float4 textureSampleLevel_0bdd9a() {
float3 arg_2 = (1.0f).xxx;
int arg_3 = int(1);
float arg_4 = 1.0f;
float3 v = arg_2;
float v_1 = arg_4;
float4 v_2 = float4(v, float(arg_3));
float4 res = arg_0.SampleLevel(arg_1, v_2, float(v_1));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_0bdd9a()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_0bdd9a()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureSampleLevel_0bdd9a();
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;
}