blob: 9aa32f77c4c51e7b35cb9ca009a361168353fcc2 [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);
Texture2DArray<uint4> arg_0 : register(t0, space1);
uint4 textureLoad_7ab4df() {
int2 arg_1 = (int(1)).xx;
uint arg_2 = 1u;
int arg_3 = int(1);
int2 v = arg_1;
uint3 v_1 = (0u).xxx;
arg_0.GetDimensions(v_1.x, v_1.y, v_1.z);
uint v_2 = min(arg_2, (v_1.z - 1u));
uint4 v_3 = (0u).xxxx;
arg_0.GetDimensions(0u, v_3.x, v_3.y, v_3.z, v_3.w);
uint v_4 = min(uint(arg_3), (v_3.w - 1u));
uint4 v_5 = (0u).xxxx;
arg_0.GetDimensions(uint(v_4), 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_2);
uint4 res = uint4(arg_0.Load(int4(v_7, v_8, int(v_4))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, textureLoad_7ab4df());
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, textureLoad_7ab4df());
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_7ab4df();
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;
}