| 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); |
| Texture1D<float4> arg_0 : register(t0, space1); |
| float4 textureLoad_b7f74f() { |
| uint v = 0u; |
| arg_0.GetDimensions(v); |
| float4 res = float4(arg_0.Load(int2(int(min(1u, (v - 1u))), int(0)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_b7f74f())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_b7f74f())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_b7f74f(); |
| VertexOutput v_1 = tint_symbol; |
| return v_1; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_2 = vertex_main_inner(); |
| vertex_main_outputs v_3 = {v_2.prevent_dce, v_2.pos}; |
| return v_3; |
| } |
| |