struct tint_symbol { float4 value : SV_Position; }; Texture2DArray arg_0 : register(t0, space1); void textureLoad_fdebd0() { uint4 res = arg_0.Load(int4(0, 0, 1, 0)); } tint_symbol vertex_main() { textureLoad_fdebd0(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureLoad_fdebd0(); return; } [numthreads(1, 1, 1)] void compute_main() { textureLoad_fdebd0(); return; }