RWTexture2DArray<int4> arg_0 : register(u0, space1); | |
void textureStore_f9be83() { | |
arg_0[int3(0, 0, 1)] = int4(0, 0, 0, 0); | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
tint_symbol vertex_main() { | |
textureStore_f9be83(); | |
const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; | |
return tint_symbol_1; | |
} | |
void fragment_main() { | |
textureStore_f9be83(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureStore_f9be83(); | |
return; | |
} |