RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
void textureStore_d55e65() { | |
uint2 arg_1 = (1u).xx; | |
int arg_2 = 1; | |
float4 arg_3 = (1.0f).xxxx; | |
arg_0[uint3(arg_1, uint(arg_2))] = arg_3; | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
textureStore_d55e65(); | |
return (0.0f).xxxx; | |
} | |
tint_symbol vertex_main() { | |
float4 inner_result = vertex_main_inner(); | |
tint_symbol wrapper_result = (tint_symbol)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} | |
void fragment_main() { | |
textureStore_d55e65(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureStore_d55e65(); | |
return; | |
} |