| 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_3da3ed() { |
| int arg_1 = int(1); |
| uint arg_2 = 1u; |
| int v = arg_1; |
| uint2 v_1 = (0u).xx; |
| arg_0.GetDimensions(0u, v_1.x, v_1.y); |
| uint v_2 = min(arg_2, (v_1.y - 1u)); |
| uint2 v_3 = (0u).xx; |
| arg_0.GetDimensions(uint(v_2), v_3.x, v_3.y); |
| uint v_4 = (v_3.x - 1u); |
| int v_5 = int(min(uint(v), v_4)); |
| float4 res = float4(arg_0.Load(int2(v_5, int(v_2)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_3da3ed())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_3da3ed())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_3da3ed(); |
| VertexOutput v_6 = tint_symbol; |
| return v_6; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_7 = vertex_main_inner(); |
| vertex_main_outputs v_8 = {v_7.prevent_dce, v_7.pos}; |
| return v_8; |
| } |
| |