RWTexture2D<uint4> arg_0 : register(u0, space1);
void textureStore_77c0ae() {
arg_0[int2(0, 0)] = uint4(0u, 0u, 0u, 0u);
}
struct tint_symbol {
float4 value : SV_Position;
};
float4 vertex_main_inner() {
textureStore_77c0ae();
return float4(0.0f, 0.0f, 0.0f, 0.0f);
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() {
return;
[numthreads(1, 1, 1)]
void compute_main() {