struct tint_symbol { float4 value : SV_Position; }; RWTexture2DArray arg_0 : register(u0, space1); void textureStore_3bb7a1() { arg_0[int3(0, 0, 1)] = float4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol vertex_main() { textureStore_3bb7a1(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureStore_3bb7a1(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_3bb7a1(); return; }