RWTexture3D arg_0 : register(u0, space1); void textureStore_ee6acc() { arg_0[int3(0, 0, 0)] = float4(0.0f, 0.0f, 0.0f, 0.0f); } void vertex_main() { textureStore_ee6acc(); return; } void fragment_main() { textureStore_ee6acc(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_ee6acc(); return; }