34 lines
691 B
HLSL
34 lines
691 B
HLSL
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Texture2DArray arg_0 : register(t0, space1);
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SamplerState arg_1 : register(s1, space1);
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void textureGather_53ece6() {
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float4 res = arg_0.Gather(arg_1, float3(0.0f, 0.0f, float(1)), int2(0, 0));
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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textureGather_53ece6();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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textureGather_53ece6();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureGather_53ece6();
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return;
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}
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