|  | Texture2DMS<float4> arg_0 : register(t0, space1); | 
|  | static float4 tint_symbol_1 = (0.0f).xxxx; | 
|  |  | 
|  | void textureNumSamples_a3c8a0() { | 
|  | int res = 0; | 
|  | uint3 tint_tmp; | 
|  | arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); | 
|  | const int x_16 = int(tint_tmp.z); | 
|  | res = x_16; | 
|  | return; | 
|  | } | 
|  |  | 
|  | void tint_symbol_2(float4 tint_symbol) { | 
|  | tint_symbol_1 = tint_symbol; | 
|  | return; | 
|  | } | 
|  |  | 
|  | void vertex_main_1() { | 
|  | textureNumSamples_a3c8a0(); | 
|  | tint_symbol_2((0.0f).xxxx); | 
|  | return; | 
|  | } | 
|  |  | 
|  | struct vertex_main_out { | 
|  | float4 tint_symbol_1_1; | 
|  | }; | 
|  | struct tint_symbol_3 { | 
|  | float4 tint_symbol_1_1 : SV_Position; | 
|  | }; | 
|  |  | 
|  | vertex_main_out vertex_main_inner() { | 
|  | vertex_main_1(); | 
|  | const vertex_main_out tint_symbol_4 = {tint_symbol_1}; | 
|  | return tint_symbol_4; | 
|  | } | 
|  |  | 
|  | 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; | 
|  | return wrapper_result; | 
|  | } | 
|  |  | 
|  | void fragment_main_1() { | 
|  | textureNumSamples_a3c8a0(); | 
|  | return; | 
|  | } | 
|  |  | 
|  | void fragment_main() { | 
|  | fragment_main_1(); | 
|  | return; | 
|  | } | 
|  |  | 
|  | void compute_main_1() { | 
|  | textureNumSamples_a3c8a0(); | 
|  | return; | 
|  | } | 
|  |  | 
|  | [numthreads(1, 1, 1)] | 
|  | void compute_main() { | 
|  | compute_main_1(); | 
|  | return; | 
|  | } |