| 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; |
| } |
| |