blob: e1567a78ed9d7ec1b23ba4b1f119063bcd33114d [file] [log] [blame]
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_6bf4b7() {
int3 arg_1 = (int(1)).xxx;
uint arg_2 = 1u;
int3 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);
uint3 v_4 = (v_3.xyz - (1u).xxx);
int3 v_5 = int3(min(uint3(v), v_4));
uint4 res = uint4(arg_0.Load(int4(v_5, int(v_2))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, textureLoad_6bf4b7());
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, textureLoad_6bf4b7());
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_6bf4b7();
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;
}