RWTexture2DArray arg_0 : register(u0, space1); void textureStore_8e0479() { arg_0[int3(0, 0, 1)] = uint4(0u, 0u, 0u, 0u); } void vertex_main() { textureStore_8e0479(); return; } void fragment_main() { textureStore_8e0479(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_8e0479(); return; }