blob: a81b154141d34d555646de3c7f188896b37bb81b [file] [log] [blame]
//
// vertex_main
//
struct vertex_main_out {
float4 tint_symbol_1_1;
};
struct vertex_main_outputs {
float4 vertex_main_out_tint_symbol_1_1 : SV_Position;
};
Texture2DMS<float4> arg_0 : register(t0, space1);
static float4 tint_symbol_1 = (0.0f).xxxx;
void textureLoad_6273b1() {
float res = 0.0f;
res = float4(arg_0.Load((int(0)).xx, int(1)).x, 0.0f, 0.0f, 0.0f).x;
}
void tint_symbol_2(float4 tint_symbol) {
tint_symbol_1 = tint_symbol;
}
void vertex_main_1() {
textureLoad_6273b1();
tint_symbol_2((0.0f).xxxx);
}
vertex_main_out vertex_main_inner() {
vertex_main_1();
vertex_main_out v = {tint_symbol_1};
return v;
}
vertex_main_outputs vertex_main() {
vertex_main_out v_1 = vertex_main_inner();
vertex_main_outputs v_2 = {v_1.tint_symbol_1_1};
return v_2;
}
//
// fragment_main
//
Texture2DMS<float4> arg_0 : register(t0, space1);
void textureLoad_6273b1() {
float res = 0.0f;
res = float4(arg_0.Load((int(0)).xx, int(1)).x, 0.0f, 0.0f, 0.0f).x;
}
void fragment_main_1() {
textureLoad_6273b1();
}
void fragment_main() {
fragment_main_1();
}
//
// compute_main
//
Texture2DMS<float4> arg_0 : register(t0, space1);
void textureLoad_6273b1() {
float res = 0.0f;
res = float4(arg_0.Load((int(0)).xx, int(1)).x, 0.0f, 0.0f, 0.0f).x;
}
void compute_main_1() {
textureLoad_6273b1();
}
[numthreads(1, 1, 1)]
void compute_main() {
compute_main_1();
}