blob: 4d492d297ed18630e2eaf8da95f39139ad5edbaf [file] [log] [blame] [edit]
Texture2DMS<float4> arg_0 : register(t0, space1);
static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
void textureNumSamples_a3c8a0() {
int res = 0;
int3 tint_tmp;
arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
const int x_16 = 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(float4(0.0f, 0.0f, 0.0f, 0.0f));
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;
}