RWTexture2D<uint4> arg_0 : register(u0, space1); | |
void textureStore_8dc54f() { | |
arg_0[(1u).xx] = (1u).xxxx; | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
textureStore_8dc54f(); | |
return (0.0f).xxxx; | |
} | |
tint_symbol vertex_main() { | |
const 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_8dc54f(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureStore_8dc54f(); | |
return; | |
} |