[[group(1), binding(0)]] var arg_0 : texture_storage_2d<rgba16uint, write>;
fn textureStore_0c3dff() {
textureStore(arg_0, vec2<i32>(), vec4<u32>());
}
[[stage(vertex)]]
fn vertex_main() -> [[builtin(position)]] vec4<f32> {
textureStore_0c3dff();
return vec4<f32>();
[[stage(fragment)]]
fn fragment_main() {
[[stage(compute), workgroup_size(1)]]
fn compute_main() {