struct tint_symbol {
float4 value : SV_Position;
};
Texture2DArray<float4> arg_0 : register(t0, space1);
void textureNumLevels_105988() {
int4 tint_tmp;
arg_0.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w);
int res = tint_tmp.w;
}
tint_symbol vertex_main() {
textureNumLevels_105988();
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() {