RWTexture2DArray<float4> arg_0 : register(u0, space1); void textureStore_dfa9a1() { arg_0[uint3((1u).xx, uint(1))] = (1.0f).xxxx; } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureStore_dfa9a1(); return (0.0f).xxxx; } tint_symbol vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol wrapper_result = (tint_symbol)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { textureStore_dfa9a1(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_dfa9a1(); return; }