blob: d9db64d6f8a7800648c8e3ae97ce7372c4a65691 [file] [log] [blame]
struct VertexOutput {
float4 pos;
int4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation int4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
RWByteAddressBuffer prevent_dce : register(u0);
Texture3D<int4> arg_0 : register(t0, space1);
int4 textureLoad_4fd803() {
uint4 v = (0u).xxxx;
arg_0.GetDimensions(0u, v.x, v.y, v.z, v.w);
uint v_1 = min(uint(int(1)), (v.w - 1u));
uint4 v_2 = (0u).xxxx;
arg_0.GetDimensions(uint(v_1), v_2.x, v_2.y, v_2.z, v_2.w);
uint3 v_3 = (v_2.xyz - (1u).xxx);
int3 v_4 = int3(min(uint3((int(1)).xxx), v_3));
int4 res = int4(arg_0.Load(int4(v_4, int(v_1))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_4fd803()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_4fd803()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_4fd803();
VertexOutput v_5 = tint_symbol;
return v_5;
}
vertex_main_outputs vertex_main() {
VertexOutput v_6 = vertex_main_inner();
vertex_main_outputs v_7 = {v_6.prevent_dce, v_6.pos};
return v_7;
}