struct tint_symbol {
float4 value : SV_Position;
};
RWTexture3D<int4> arg_0 : register(u0, space1);
void textureStore_8f71a1() {
arg_0[int3(0, 0, 0)] = int4(0, 0, 0, 0);
}
tint_symbol vertex_main() {
textureStore_8f71a1();
const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_1;
void fragment_main() {
return;
[numthreads(1, 1, 1)]
void compute_main() {