| struct VertexOutput { |
| float4 pos; |
| int4 prevent_dce; |
| }; |
| |
| struct vertex_main_outputs { |
| nointerpolation int4 VertexOutput_prevent_dce : TEXCOORD0; |
| float4 VertexOutput_pos : SV_Position; |
| }; |
| |
| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| Texture3D<int4> arg_0 : register(t0, space1); |
| int4 textureLoad_8a9988() { |
| uint3 arg_1 = (1u).xxx; |
| Texture3D<int4> v = arg_0; |
| int4 res = int4(v.Load(int4(int3(arg_1), 0))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_8a9988())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_8a9988())); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| tint_symbol.prevent_dce = textureLoad_8a9988(); |
| VertexOutput v_1 = tint_symbol; |
| return v_1; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_2 = vertex_main_inner(); |
| VertexOutput v_3 = v_2; |
| VertexOutput v_4 = v_2; |
| vertex_main_outputs v_5 = {v_4.prevent_dce, v_3.pos}; |
| return v_5; |
| } |
| |