| RWTexture3D<float4> arg_0 : register(u0, space1); |
| |
| void textureStore_9aedd3() { |
| uint3 arg_1 = (1u).xxx; |
| float4 arg_2 = (1.0f).xxxx; |
| arg_0[arg_1] = arg_2; |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| textureStore_9aedd3(); |
| return (0.0f).xxxx; |
| } |
| |
| tint_symbol vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| void fragment_main() { |
| textureStore_9aedd3(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureStore_9aedd3(); |
| return; |
| } |