[[group(1), binding(0)]] var arg_0 : texture_storage_1d<rgba32uint, write>;
fn textureStore_fb9a8f() {
textureStore(arg_0, 1, vec4<u32>());
}
[[stage(vertex)]]
fn vertex_main() -> [[builtin(position)]] vec4<f32> {
textureStore_fb9a8f();
return vec4<f32>();
[[stage(fragment)]]
fn fragment_main() {
[[stage(compute)]]
fn compute_main() {