| struct tint_symbol { | |
| float4 value : SV_Position; | |
| }; | |
| Texture2DArray<uint4> arg_0 : register(t0, space1); | |
| void textureLoad_c40dcb() { | |
| uint4 res = arg_0.Load(int4(0, 0, 1, 0)); | |
| } | |
| tint_symbol vertex_main() { | |
| textureLoad_c40dcb(); | |
| const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; | |
| return tint_symbol_1; | |
| } | |
| void fragment_main() { | |
| textureLoad_c40dcb(); | |
| return; | |
| } | |
| [numthreads(1, 1, 1)] | |
| void compute_main() { | |
| textureLoad_c40dcb(); | |
| return; | |
| } | |