blob: 390fb4ada98365e6fa12b11d875f1ba999b8a873 [file] [log] [blame]
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);
Texture2DArray<float4> arg_0 : register(t0, space1);
float4 textureLoad_789045() {
int2 arg_1 = (int(1)).xx;
int arg_2 = int(1);
uint arg_3 = 1u;
int2 v = arg_1;
uint v_1 = arg_3;
uint3 v_2 = (0u).xxx;
arg_0.GetDimensions(v_2.x, v_2.y, v_2.z);
uint v_3 = min(uint(arg_2), (v_2.z - 1u));
uint4 v_4 = (0u).xxxx;
arg_0.GetDimensions(0u, v_4.x, v_4.y, v_4.z, v_4.w);
uint4 v_5 = (0u).xxxx;
arg_0.GetDimensions(uint(min(v_1, (v_4.w - 1u))), v_5.x, v_5.y, v_5.z, v_5.w);
uint2 v_6 = (v_5.xy - (1u).xx);
int2 v_7 = int2(min(uint2(v), v_6));
int v_8 = int(v_3);
float4 res = float4(arg_0.Load(int4(v_7, v_8, int(min(v_1, (v_4.w - 1u))))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureLoad_789045()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureLoad_789045()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_789045();
VertexOutput v_9 = tint_symbol;
return v_9;
}
vertex_main_outputs vertex_main() {
VertexOutput v_10 = vertex_main_inner();
vertex_main_outputs v_11 = {v_10.prevent_dce, v_10.pos};
return v_11;
}