| Texture2DArray<int4> arg_1 : register(t1, space1); |
| SamplerState arg_2 : register(s2, space1); |
| int4 textureGather_e9d390() { |
| int4 res = arg_1.GatherGreen(arg_2, float3((1.0f).xx, float(1)), int2((1).xx)); |
| RWByteAddressBuffer prevent_dce : register(u0); |
| prevent_dce.Store4(0u, asuint(textureGather_e9d390())); |
| prevent_dce.Store4(0u, asuint(textureGather_e9d390())); |
| nointerpolation int4 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_e9d390(); |
| 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; |