RWTexture3D arg_0 : register(u0, space1); void textureStore_f8dead() { arg_0[int3(0, 0, 0)] = uint4(0u, 0u, 0u, 0u); } struct tint_symbol { float4 value : SV_Position; }; tint_symbol vertex_main() { textureStore_f8dead(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureStore_f8dead(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_f8dead(); return; }