| struct vertex_main_outputs { |
| nointerpolation int4 VertexOutput_prevent_dce : TEXCOORD0; |
| float4 VertexOutput_pos : SV_Position; |
| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture3D<int4> arg_0 : register(t0, space1); |
| int4 textureLoad_505aa2() { |
| Texture3D<int4> v = arg_0; |
| int4 res = int4(v.Load(int4(int3((int(1)).xxx), int(0)))); |
| prevent_dce.Store4(0u, asuint(textureLoad_505aa2())); |
| prevent_dce.Store4(0u, asuint(textureLoad_505aa2())); |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_505aa2(); |
| VertexOutput v_1 = tint_symbol; |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_2 = vertex_main_inner(); |
| vertex_main_outputs v_5 = {v_4.prevent_dce, v_3.pos}; |