|  | Texture2DArray<uint4> arg_0 : register(t0, space1); | 
|  | RWByteAddressBuffer prevent_dce : register(u0, space2); | 
|  |  | 
|  | void textureLoad_c40dcb() { | 
|  | uint4 res = arg_0.Load(int4(int3((1).xx, 1), 0)); | 
|  | prevent_dce.Store4(0u, asuint(res)); | 
|  | } | 
|  |  | 
|  | struct tint_symbol { | 
|  | float4 value : SV_Position; | 
|  | }; | 
|  |  | 
|  | float4 vertex_main_inner() { | 
|  | textureLoad_c40dcb(); | 
|  | 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_c40dcb(); | 
|  | return; | 
|  | } | 
|  |  | 
|  | [numthreads(1, 1, 1)] | 
|  | void compute_main() { | 
|  | textureLoad_c40dcb(); | 
|  | return; | 
|  | } |