| Texture2DArray arg_0 : register(t0, space1); |
| SamplerState arg_1 : register(s1, space1); |
| |
| void textureGather_2a4f40() { |
| float2 arg_2 = (0.0f).xx; |
| uint arg_3 = 1u; |
| float4 res = arg_0.Gather(arg_1, float3(arg_2, float(arg_3))); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| textureGather_2a4f40(); |
| 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() { |
| textureGather_2a4f40(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureGather_2a4f40(); |
| return; |
| } |