| RWTexture3D<int4> arg_0 : register(u0, space1); | 
 |  | 
 | void textureStore_d82b0a() { | 
 |   uint3 arg_1 = (1u).xxx; | 
 |   int4 arg_2 = (1).xxxx; | 
 |   arg_0[arg_1] = arg_2; | 
 | } | 
 |  | 
 | struct tint_symbol { | 
 |   float4 value : SV_Position; | 
 | }; | 
 |  | 
 | float4 vertex_main_inner() { | 
 |   textureStore_d82b0a(); | 
 |   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() { | 
 |   textureStore_d82b0a(); | 
 |   return; | 
 | } | 
 |  | 
 | [numthreads(1, 1, 1)] | 
 | void compute_main() { | 
 |   textureStore_d82b0a(); | 
 |   return; | 
 | } |