@group(1) @binding(0) var arg_0 : texture_storage_3d<rgba8uint, write>;
fn textureStore_f8dead() {
textureStore(arg_0, vec3<i32>(), vec4<u32>());
}
@stage(vertex)
fn vertex_main() -> @builtin(position) vec4<f32> {
textureStore_f8dead();
return vec4<f32>();
@stage(fragment)
fn fragment_main() {
@stage(compute) @workgroup_size(1)
fn compute_main() {