blob: 6c7153b4aca863a9bb3992fba7218b57077c9d02 [file] [log] [blame]
struct VertexOutput {
float4 pos;
float4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation float4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
Texture3D<float4> arg_0 : register(t0, space1);
float4 textureLoad_21d1c4() {
uint4 v = (0u).xxxx;
arg_0.GetDimensions(0u, v.x, v.y, v.z, v.w);
uint4 v_1 = (0u).xxxx;
arg_0.GetDimensions(uint(min(1u, (v.w - 1u))), v_1.x, v_1.y, v_1.z, v_1.w);
int3 v_2 = int3(min((1u).xxx, (v_1.xyz - (1u).xxx)));
float4 res = float4(arg_0.Load(int4(v_2, int(min(1u, (v.w - 1u))))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_21d1c4()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_21d1c4()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_21d1c4();
VertexOutput v_3 = tint_symbol;
return v_3;
}
vertex_main_outputs vertex_main() {
VertexOutput v_4 = vertex_main_inner();
vertex_main_outputs v_5 = {v_4.prevent_dce, v_4.pos};
return v_5;
}