RWTexture3D<int4> arg_0 : register(u0, space1); void textureStore_f1e6d3() { uint3 arg_1 = (1u).xxx; int4 arg_2 = (1).xxxx; arg_0[arg_1] = arg_2; } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureStore_f1e6d3(); 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_f1e6d3(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_f1e6d3(); return; }