| SamplerState x_10 : register(s0, space0); |
| Texture3D<float4> x_20 : register(t1, space2); |
| SamplerState x_30 : register(s1, space0); |
| |
| void main_1() { |
| const float f1 = 1.0f; |
| const float2 vf12 = float2(1.0f, 2.0f); |
| const float2 vf21 = float2(2.0f, 1.0f); |
| const float3 vf123 = float3(1.0f, 2.0f, 3.0f); |
| const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f); |
| const int i1 = 1; |
| const int2 vi12 = int2(1, 2); |
| const int3 vi123 = int3(1, 2, 3); |
| const int4 vi1234 = int4(1, 2, 3, 4); |
| const uint u1 = 1u; |
| const uint2 vu12 = uint2(1u, 2u); |
| const uint3 vu123 = uint3(1u, 2u, 3u); |
| const uint4 vu1234 = uint4(1u, 2u, 3u, 4u); |
| const float coords1 = 1.0f; |
| const float2 coords12 = vf12; |
| const float3 coords123 = vf123; |
| const float4 coords1234 = vf1234; |
| int4 tint_tmp; |
| x_20.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w); |
| const int x_99 = tint_tmp.w; |
| return; |
| } |
| |
| void main() { |
| main_1(); |
| return; |
| } |