Texture2DArray<int4> arg_1 : register(t1, space1); | |
SamplerState arg_2 : register(s2, space1); | |
void textureGather_8b754c() { | |
float2 arg_3 = (0.0f).xx; | |
int arg_4 = 1; | |
int4 res = arg_1.GatherGreen(arg_2, float3(arg_3, float(arg_4))); | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
textureGather_8b754c(); | |
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_8b754c(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureGather_8b754c(); | |
return; | |
} |