| 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_7c90e5() { |
| int2 arg_1 = (int(1)).xx; |
| int arg_2 = int(1); |
| int arg_3 = int(1); |
| int2 v = arg_1; |
| int 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); |
| uint v_5 = min(uint(v_1), (v_4.w - 1u)); |
| uint4 v_6 = (0u).xxxx; |
| arg_0.GetDimensions(uint(v_5), v_6.x, v_6.y, v_6.z, v_6.w); |
| uint2 v_7 = (v_6.xy - (1u).xx); |
| int2 v_8 = int2(min(uint2(v), v_7)); |
| int v_9 = int(v_3); |
| uint4 res = uint4(arg_0.Load(int4(v_8, v_9, int(v_5)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, textureLoad_7c90e5()); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, textureLoad_7c90e5()); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_7c90e5(); |
| VertexOutput v_10 = tint_symbol; |
| return v_10; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_11 = vertex_main_inner(); |
| vertex_main_outputs v_12 = {v_11.prevent_dce, v_11.pos}; |
| return v_12; |
| } |
| |