@group(0) @binding(0) var<storage, read_write> prevent_dce : vec4<f32>; | |
@group(1) @binding(0) var arg_0 : texture_storage_2d<r32float, read_write>; | |
fn textureLoad_a5e0a5() -> vec4<f32> { | |
var arg_1 = vec2<u32>(1u); | |
var res : vec4<f32> = textureLoad(arg_0, arg_1); | |
return res; | |
} | |
@fragment | |
fn fragment_main() { | |
prevent_dce = textureLoad_a5e0a5(); | |
} | |
@compute @workgroup_size(1) | |
fn compute_main() { | |
prevent_dce = textureLoad_a5e0a5(); | |
} |