| Texture2DMS<float4> arg_0 : register(t0, space1); |
| static float4 tint_symbol_1 = (0.0f).xxxx; |
| |
| void textureNumSamples_a3c8a0() { |
| int res = 0; |
| uint3 tint_tmp; |
| arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); |
| res = int(tint_tmp.z); |
| return; |
| } |
| |
| void tint_symbol_2(float4 tint_symbol) { |
| tint_symbol_1 = tint_symbol; |
| return; |
| } |
| |
| void vertex_main_1() { |
| textureNumSamples_a3c8a0(); |
| tint_symbol_2((0.0f).xxxx); |
| return; |
| } |
| |
| struct vertex_main_out { |
| float4 tint_symbol_1_1; |
| }; |
| struct tint_symbol_3 { |
| float4 tint_symbol_1_1 : SV_Position; |
| }; |
| |
| vertex_main_out vertex_main_inner() { |
| vertex_main_1(); |
| vertex_main_out tint_symbol_4 = {tint_symbol_1}; |
| return tint_symbol_4; |
| } |
| |
| tint_symbol_3 vertex_main() { |
| vertex_main_out inner_result = vertex_main_inner(); |
| tint_symbol_3 wrapper_result = (tint_symbol_3)0; |
| wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; |
| return wrapper_result; |
| } |
| |
| void fragment_main_1() { |
| textureNumSamples_a3c8a0(); |
| return; |
| } |
| |
| void fragment_main() { |
| fragment_main_1(); |
| return; |
| } |
| |
| void compute_main_1() { |
| textureNumSamples_a3c8a0(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| compute_main_1(); |
| return; |
| } |