| Texture2DMS<float4> arg_0 : register(t0, space1); |
| static float4 tint_symbol_1 = (0.0f).xxxx; |
| void textureDimensions_f60bdb() { |
| arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); |
| const int2 x_16 = int2(tint_tmp.xy); |
| void tint_symbol_2(float4 tint_symbol) { |
| tint_symbol_1 = tint_symbol; |
| textureDimensions_f60bdb(); |
| tint_symbol_2((0.0f).xxxx); |
| float4 tint_symbol_1_1 : SV_Position; |
| vertex_main_out vertex_main_inner() { |
| const vertex_main_out tint_symbol_4 = {tint_symbol_1}; |
| tint_symbol_3 vertex_main() { |
| const 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; |
| textureDimensions_f60bdb(); |
| textureDimensions_f60bdb(); |