struct tint_symbol { float4 value : SV_Position; }; Texture1D arg_0 : register(t0, space1); void textureLoad_276a2c() { uint4 res = arg_0.Load(int2(1, 0)); } tint_symbol vertex_main() { textureLoad_276a2c(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureLoad_276a2c(); return; } [numthreads(1, 1, 1)] void compute_main() { textureLoad_276a2c(); return; }