blob: 374b2e3638f4e6a5248d4f621deff92d78a8a53d [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);
Texture1D<int4> arg_0 : register(t0, space1);
int4 textureLoad_62d1de() {
uint2 v = (0u).xx;
arg_0.GetDimensions(0u, v.x, v.y);
uint2 v_1 = (0u).xx;
arg_0.GetDimensions(uint(min(1u, (v.y - 1u))), v_1.x, v_1.y);
uint v_2 = (v_1.x - 1u);
int v_3 = int(min(uint(int(1)), v_2));
int4 res = int4(arg_0.Load(int2(v_3, int(min(1u, (v.y - 1u))))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_62d1de()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_62d1de()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_62d1de();
VertexOutput v_4 = tint_symbol;
return v_4;
}
vertex_main_outputs vertex_main() {
VertexOutput v_5 = vertex_main_inner();
vertex_main_outputs v_6 = {v_5.prevent_dce, v_5.pos};
return v_6;
}