blob: 3398c7219405dcc8608c7ed94827aff9547a21b2 [file] [log] [blame]
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);
Texture3D<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
float4 textureSampleLevel_abfcc0() {
float3 arg_2 = (1.0f).xxx;
float arg_3 = 1.0f;
Texture3D<float4> v = arg_0;
SamplerState v_1 = arg_1;
float3 v_2 = arg_2;
float4 res = v.SampleLevel(v_1, v_2, float(arg_3));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_abfcc0()));
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, asuint(textureSampleLevel_abfcc0()));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureSampleLevel_abfcc0();
VertexOutput v_3 = tint_symbol;
return v_3;
}
vertex_main_outputs vertex_main() {
VertexOutput v_4 = vertex_main_inner();
VertexOutput v_5 = v_4;
VertexOutput v_6 = v_4;
vertex_main_outputs v_7 = {v_6.prevent_dce, v_5.pos};
return v_7;
}