blob: da10bbc6f6442d9a984e947fa87d38419544090f [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);
Texture2DArray<int4> arg_0 : register(t0, space1);
int4 textureLoad_dfdf3b() {
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)));
int4 res = int4(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_dfdf3b()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_dfdf3b()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_dfdf3b();
VertexOutput v_3 = tint_symbol;
return v_3;
}
vertex_main_outputs vertex_main() {
VertexOutput v_4 = vertex_main_inner();
vertex_main_outputs v_5 = {v_4.prevent_dce, v_4.pos};
return v_5;
}