| struct vertex_main_outputs { |
| nointerpolation float VertexOutput_prevent_dce : TEXCOORD0; |
| float4 VertexOutput_pos : SV_Position; |
| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture2DArray arg_0 : register(t0, space1); |
| float textureLoad_7b63e0() { |
| float res = arg_0.Load(int4(v, v_1, int(1u))).x; |
| prevent_dce.Store(0u, asuint(textureLoad_7b63e0())); |
| prevent_dce.Store(0u, asuint(textureLoad_7b63e0())); |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_7b63e0(); |
| VertexOutput v_2 = tint_symbol; |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_3 = vertex_main_inner(); |
| vertex_main_outputs v_6 = {v_5.prevent_dce, v_4.pos}; |