@group(1) @binding(0) var arg_0 : texture_storage_3d<rg32sint, write>; fn textureStore_d82b0a() { textureStore(arg_0, vec3<u32>(), vec4<i32>()); } @vertex fn vertex_main() -> @builtin(position) vec4<f32> { textureStore_d82b0a(); return vec4<f32>(); } @fragment fn fragment_main() { textureStore_d82b0a(); } @compute @workgroup_size(1) fn compute_main() { textureStore_d82b0a(); }