Texture2DMS arg_0 : register(t0, space1); static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f); void textureNumSamples_a3c8a0() { int res = 0; int3 tint_tmp; arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); const int x_16 = tint_tmp.z; res = x_16; return; } void tint_symbol_2(float4 tint_symbol) { tint_symbol_1 = tint_symbol; return; } void vertex_main_1() { textureNumSamples_a3c8a0(); 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; }; tint_symbol_3 vertex_main() { vertex_main_1(); const vertex_main_out tint_symbol_4 = {tint_symbol_1}; const tint_symbol_3 tint_symbol_5 = {tint_symbol_4.tint_symbol_1_1}; return tint_symbol_5; } void fragment_main_1() { textureNumSamples_a3c8a0(); return; } void fragment_main() { fragment_main_1(); return; } void compute_main_1() { textureNumSamples_a3c8a0(); return; } [numthreads(1, 1, 1)] void compute_main() { compute_main_1(); return; }