| 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_b58c6d() { |
| int2 arg_1 = (int(1)).xx; |
| int arg_2 = 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(uint(arg_2), (v_1.z - 1u)); |
| uint3 v_3 = (0u).xxx; |
| arg_0.GetDimensions(v_3.x, v_3.y, v_3.z); |
| uint2 v_4 = (v_3.xy - (1u).xx); |
| int2 v_5 = int2(min(uint2(v), v_4)); |
| float4 res = float4(arg_0.Load(int4(v_5, int(v_2), int(0)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_b58c6d())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_b58c6d())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_b58c6d(); |
| 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; |
| } |
| |