RWTexture2DArray arg_0 : register(u0, space1); void textureStore_a6a986() { uint2 arg_1 = (1u).xx; int arg_2 = 1; float4 arg_3 = (1.0f).xxxx; arg_0[uint3(arg_1, uint(arg_2))] = arg_3; } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureStore_a6a986(); 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_a6a986(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_a6a986(); return; }