| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture2DArray<float4> arg_1 : register(t1, space1); |
| SamplerState arg_2 : register(s2, space1); |
| float4 textureGather_ea8eb4() { |
| float2 arg_3 = (1.0f).xx; |
| float4 res = arg_1.GatherGreen(arg_2, float3(arg_3, float(arg_4))); |
| prevent_dce.Store4(0u, asuint(textureGather_ea8eb4())); |
| prevent_dce.Store4(0u, asuint(textureGather_ea8eb4())); |
| nointerpolation float4 prevent_dce : TEXCOORD0; |
| float4 pos : SV_Position; |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureGather_ea8eb4(); |
| tint_symbol_1 vertex_main() { |
| VertexOutput inner_result = vertex_main_inner(); |
| tint_symbol_1 wrapper_result = (tint_symbol_1)0; |
| wrapper_result.pos = inner_result.pos; |
| wrapper_result.prevent_dce = inner_result.prevent_dce; |