| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); |
| float4 textureLoad_6ba9ab() { |
| uint3 v = (0u).xxx; |
| arg_0.GetDimensions(v.x, v.y, v.z); |
| uint3 v_1 = (0u).xxx; |
| arg_0.GetDimensions(v_1.x, v_1.y, v_1.z); |
| int2 v_2 = int2(min((1u).xx, (v_1.xy - (1u).xx))); |
| float4 res = float4(arg_0.Load(int4(v_2, int(min(1u, (v.z - 1u))), int(0)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_6ba9ab())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_6ba9ab())); |
| } |
| |