Texture2DMS<float4> arg_0 : register(t0, space1); static float4 tint_symbol_1 = (0.0f).xxxx; 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 = int(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((0.0f).xxxx); return; } struct vertex_main_out { float4 tint_symbol_1_1; }; struct tint_symbol_3 { float4 tint_symbol_1_1 : SV_Position; }; vertex_main_out vertex_main_inner() { vertex_main_1(); const vertex_main_out tint_symbol_4 = {tint_symbol_1}; return tint_symbol_4; } tint_symbol_3 vertex_main() { const vertex_main_out inner_result = vertex_main_inner(); tint_symbol_3 wrapper_result = (tint_symbol_3)0; wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1; return wrapper_result; } 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; }