struct tint_symbol {
float4 value : SV_Position;
};
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureDimensions_85d556() {
int4 tint_tmp;
arg_0.GetDimensions(1, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w);
int2 res = tint_tmp.xy;
}
tint_symbol vertex_main() {
textureDimensions_85d556();
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() {