33 lines
604 B
HLSL
33 lines
604 B
HLSL
|
RWTexture2DArray<float4> arg_0 : register(u0, space1);
|
||
|
|
||
|
void textureStore_59a0ab() {
|
||
|
arg_0[uint3(0u, 0u, uint(1))] = (0.0f).xxxx;
|
||
|
}
|
||
|
|
||
|
struct tint_symbol {
|
||
|
float4 value : SV_Position;
|
||
|
};
|
||
|
|
||
|
float4 vertex_main_inner() {
|
||
|
textureStore_59a0ab();
|
||
|
return (0.0f).xxxx;
|
||
|
}
|
||
|
|
||
|
tint_symbol vertex_main() {
|
||
|
const float4 inner_result = vertex_main_inner();
|
||
|
tint_symbol wrapper_result = (tint_symbol)0;
|
||
|
wrapper_result.value = inner_result;
|
||
|
return wrapper_result;
|
||
|
}
|
||
|
|
||
|
void fragment_main() {
|
||
|
textureStore_59a0ab();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
[numthreads(1, 1, 1)]
|
||
|
void compute_main() {
|
||
|
textureStore_59a0ab();
|
||
|
return;
|
||
|
}
|