33 lines
601 B
HLSL
33 lines
601 B
HLSL
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RWTexture2DArray<float4> arg_0 : register(u0, space1);
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void textureStore_df2ca4() {
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arg_0[int3(0, 0, int(1u))] = (0.0f).xxxx;
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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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textureStore_df2ca4();
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return (0.0f).xxxx;
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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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textureStore_df2ca4();
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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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textureStore_df2ca4();
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return;
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}
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