blob: 7097af48d511b673dc125a7e193c4e03160037b2 [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);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_9de6f5() {
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);
uint2 v_2 = (v_1.xy - (1u).xx);
int2 v_3 = int2(min(uint2((int(1)).xx), v_2));
float4 res = float4(arg_0.Load(int4(v_3, int(min(1u, (v.z - 1u))), int(0))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_9de6f5()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_9de6f5()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_9de6f5();
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;
}