RWTexture3D arg_0 : register(u0, space1); void textureStore_1bbd08() { arg_0[int3(0, 0, 0)] = float4(0.0f, 0.0f, 0.0f, 0.0f); } struct tint_symbol { float4 value : SV_Position; }; tint_symbol vertex_main() { textureStore_1bbd08(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureStore_1bbd08(); return; } [numthreads(1, 1, 1)] void compute_main() { textureStore_1bbd08(); return; }