struct tint_symbol { float4 value : SV_Position; }; RWTexture1D arg_0 : register(u0, space1); void textureStore_fb9a8f() { arg_0[1] = uint4(0u, 0u, 0u, 0u); } tint_symbol vertex_main() { textureStore_fb9a8f(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureStore_fb9a8f(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_fb9a8f(); return; }