| Texture1D<uint4> arg_0 : register(t0, space1); | 
 | RWByteAddressBuffer prevent_dce : register(u0, space2); | 
 |  | 
 | void textureLoad_aebc09() { | 
 |   uint4 res = arg_0.Load(uint2(1u, uint(0))); | 
 |   prevent_dce.Store4(0u, asuint(res)); | 
 | } | 
 |  | 
 | struct tint_symbol { | 
 |   float4 value : SV_Position; | 
 | }; | 
 |  | 
 | float4 vertex_main_inner() { | 
 |   textureLoad_aebc09(); | 
 |   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() { | 
 |   textureLoad_aebc09(); | 
 |   return; | 
 | } | 
 |  | 
 | [numthreads(1, 1, 1)] | 
 | void compute_main() { | 
 |   textureLoad_aebc09(); | 
 |   return; | 
 | } |