struct tint_symbol {
float4 value : SV_Position;
};
RWTexture1D<uint4> arg_0 : register(u0, space1);
void textureStore_2eb2a4() {
arg_0[1] = uint4(0u, 0u, 0u, 0u);
}
tint_symbol vertex_main() {
textureStore_2eb2a4();
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() {