Texture2DMS<float4> arg_0 : register(t0, space1); static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f); void textureDimensions_f60bdb() { int2 res = int2(0, 0); int3 tint_tmp; arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); const int2 x_16 = int2(tint_tmp.xy); res = x_16; return; } void tint_symbol_2(float4 tint_symbol) { tint_symbol_1 = tint_symbol; return; } void vertex_main_1() { textureDimensions_f60bdb(); tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f)); return; } struct vertex_main_out { float4 tint_symbol_1_1; }; struct tint_symbol_3 { float4 tint_symbol_1_1 : SV_Position; }; vertex_main_out vertex_main_inner() { vertex_main_1(); const vertex_main_out tint_symbol_4 = {tint_symbol_1}; return tint_symbol_4; } tint_symbol_3 vertex_main() { const vertex_main_out inner_result = vertex_main_inner(); tint_symbol_3 wrapper_result = (tint_symbol_3)0; wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; return wrapper_result; } void fragment_main_1() { textureDimensions_f60bdb(); return; } void fragment_main() { fragment_main_1(); return; } void compute_main_1() { textureDimensions_f60bdb(); return; } [numthreads(1, 1, 1)] void compute_main() { compute_main_1(); return; }