| struct VertexOutput { |
| float4 pos; |
| uint4 prevent_dce; |
| }; |
| |
| struct vertex_main_outputs { |
| nointerpolation uint4 VertexOutput_prevent_dce : TEXCOORD0; |
| float4 VertexOutput_pos : SV_Position; |
| }; |
| |
| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture3D<uint4> arg_0 : register(t0, space1); |
| uint4 textureLoad_1c562a() { |
| uint3 arg_1 = (1u).xxx; |
| uint arg_2 = 1u; |
| uint3 v = arg_1; |
| uint4 v_1 = (0u).xxxx; |
| arg_0.GetDimensions(0u, v_1.x, v_1.y, v_1.z, v_1.w); |
| uint v_2 = min(arg_2, (v_1.w - 1u)); |
| uint4 v_3 = (0u).xxxx; |
| arg_0.GetDimensions(uint(v_2), v_3.x, v_3.y, v_3.z, v_3.w); |
| int3 v_4 = int3(min(v, (v_3.xyz - (1u).xxx))); |
| uint4 res = uint4(arg_0.Load(int4(v_4, int(v_2)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, textureLoad_1c562a()); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, textureLoad_1c562a()); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_1c562a(); |
| VertexOutput v_5 = tint_symbol; |
| return v_5; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_6 = vertex_main_inner(); |
| vertex_main_outputs v_7 = {v_6.prevent_dce, v_6.pos}; |
| return v_7; |
| } |
| |